HemisphereLight direction uniform
See original GitHub issueWe are using a HemisphereLight.position
property to define a direction to HemisphereLight
normals, but that doesn’t seem entirely appropriate to me, since it’s an angle, and angle is .rotation/.euler.
I think that we could use .getWorldDirection()
instead of .position
?
Can I start like this on WebGPU?
Issue Analytics
- State:
- Created a year ago
- Comments:6 (1 by maintainers)
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Top GitHub Comments
This line is redundant.
It was previously discussed to remove the
target
property and orient directional and spot lights as you would expect. There is an existing PR but I’ve lately implemented this feature by myself to better understand the change: https://github.com/Mugen87/three.js/commit/a2a8005d18012f90929060ddd9d5b288c4e6da60Unfortunately, such a change will noticeably impact user code. You can easily see this at the number of examples that break which the PR. There are also some open points that need to be discussed (like the default orientation of lights). But overall, orienting lights that way is more intuitive. Still, this change is critical regarding backwards compatibility…