Comments (1)
Merged. Thanks! :)
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Related Issues (20)
- WebGLArrayRenderTarget: Constructor texture options are not respected HOT 5
- Add non-blocking large textures uploading to GPU - maybe via tiled uploading `copyTextureToTexture` HOT 12
- Problem implementing frustum culling and sorting for InstancedMesh
- Expose 'count' property in BatchedMesh
- Incorrect clipping with global clipping planes and nested render calls (e.g. Reflector)
- Provide a parameter to skip the extension check in MMDLoader HOT 3
- THREE.SplineCurve incompatible with inherited `computeFrenetFrames()` method HOT 3
- Configure the `Video` in a `VideoTexture` to just read from the alpha channel HOT 1
- Support sectional textures in `LineMaterial`
- DoubleSided transmission broken with `WEBGL_multisampled_render_to_texture` (Oculus Browser) HOT 1
- GLTFExporter duplicates mesh vertices (from 6k to 2millions) HOT 3
- EXRLoader: Add support for `B44_COMPRESSION`. HOT 1
- Object3D.copy documentation missing description HOT 3
- STLExporter export three times the amount of indices, positions and normals resulting to doubling the filesize HOT 1
- FBX mesh breakage morphing MTIs HOT 1
- GLTFLoader addon is missing (import from examples?!) HOT 1
- Distortion of the model due to being too far from the origin HOT 2
- MapControls requires enableRotate=false on IOS HOT 1
- wrong z order when rendering material with alpha mode "BLEND" HOT 7
- It appears that the resources associated with DRACOLoader may not be completely released, leading to memory consumption issues HOT 4
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