Brian Breiholz
Brian Breiholz
I'm not sure if I like default ref capturing of the first child. I'm currently doing this in my code and am guessing that it would capture the ModelPlaceholder ref...
I just ran into the same issue. The working example linked from the three docs (https://threejs.org/examples/#misc_exporter_gltf) imports from "addons". Why not copy the code the from there? ```js import {GLTFExporter}...
Just wanted to say that this issue is so important if three.js is to become a more viable option for making games 🙏. Designing good-looking effects is hard and as...
Hey @itsdouges, I'm going to copy parts of my dm here. For context: this was about making my wip Character Animation Debug GUI work as a Triplex Plugin, so that...
+1 This would also enable you to create multiple stores upfront and use the correct one depending on the App state, i.e. ```jsx const stores = useMemo(() => myList.map(() =>...
Hi Don, That makes sense. I think moving slowly and adding those options in a "case by case" fashion would be good then. I'm very swamped at work right now,...
Edit: I looked into the source and found the implementation for pointer locking: https://github.com/yomotsu/camera-controls/blob/02e1e9b87a42d461e7142705e93861c81739bbd5/src/CameraControls.ts#L1179 I'm assuming, the solution requires to call `domElement.requestPointerLock()` on the main thread and then send the...
For anyone stumbling over this, I managed to implement it, by having a second version of the `pointermove` event that would get `buttons: 1` set on it, so that the...
No problem, hope you had a good vacation! I created one [here](https://github.com/yomotsu/camera-controls/pull/572), hope this is useful.
Very valuable addition in my view. I usually have to make a lot of manual additions to my gltfjsx output (i.e. adding custom children into the tree) and whenever the...