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This is due to several major / braking changes made like using context etc. -> fix /polish! (shouldn't be a big pain 🤞)
All interactive components should push the created three.js instance (or better the self-reference? ) to canvas.raycast: RaycastArray (accepts three.js object instances and svelthree component references, references are being automatically replaced by corresponding three.js object instances on push) -> 1.0.0-next.0.43
Current approach raycasts on pointer movement only. While this is ok / sane (performance) with static scenes, it's not working with moving objects + if pointer is not moving -> find another solution for this! -> probably raycast on every frame (if pointer is over canvas) for animated scenes (scenes being rendered every frame) and on mouse movement (if pointer is over canvas) with static scenes (scenes being rendered only once). -> 1.0.0-next.0.43
Create sophisticated test scenes: check (again) all pointer events with static and moving objects incl. all WebGLRenderer component modes: detected issues:
With the latest major refactor: f20757f interaction is working better than before + is a completely different concept. I've also created quite a few new test scenes which still need to be 100% polished, but that's a separate issue, so closing this one.
This is due to several major / braking changes made like using context etc. -> fix /polish! (shouldn't be a big pain 🤞)
(or better the self-reference? )tocanvas.raycast: RaycastArray
(accepts three.js object instances and svelthree component references, references are being automatically replaced by corresponding three.js object instances on push) -> 1.0.0-next.0.43detected issues:
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