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The renderer currently fails silently if given the following types of input geometry:
- non-indexed (or mixed index and non-indexed?)
- interleaved attributes
- mixed component types (e.g. some p…
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Hello, I have trouble running your raycasting with OrthographicCamera. Im using https://github.com/spite/THREE.MeshLine - basically wrapper for BufferGeometry with shader - up to 10-20k of them merged…
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### Godot version
3.3.4 official
### System information
Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2
### Issue description
Too frequently some meshes won't render in the editor, and some…
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I've try npm install three @react-three/fiber but my code cant run because there's something wrong with the module and stuff, here's the problem. I've searched for the solution but can't find anything…
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For fast rendering of lots of 3D objects, we batched geometries into single large objects.
These objects could have a lot of overlapping geometries. And when we raycast them, we can get up to 20k i…
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**Describe the solution you'd like**
The name mesh sequence is different then addon title, is confusing when one needs to find it.
**Describe alternatives you've considered**
Rename it same as ad…
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Hello @gkjohnson and thank you very much for this amazing library, I'm using it on almost all of my projects ^^!
Recently I stepped into a small issue and I would love to hear your advice.
I am …
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Dear all,
Is it possible to find all the polygons and their corresponding depths intersected by the given ray in a mesh?
Thanks,
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The raycast is not applied against the (inverse) `matrixWorld` of the `Mesh`.
When the `Mesh` is inside a scaled/rotated `group` the intersection is incorrect due to this missing calculation.
See …