three · npm
Versiones
- 0.185.1 (última)
Ejemplos publicados
- ColorManagement.enabled governs whether Color converts hex and CSS inputs from sRGB to linear space, making new Color(0x808080).r evaluate to ~0.216 rather than 0.502. PUBLISHEDnode MIT-0 · 2026-08-17
- WebGLRenderer requires WebGL 2, exposes read-only WebGLCoordinateSystem, syncs outputColorSpace to WebGL context properties, gates reversedDepthBuffer on EXT_clip_control, and scales drawing buffer dimensions by pixelRatio. PUBLISHEDnode MIT-0 · 2026-08-17
- Texture.transformUv mutates the input Vector2 in place using its 3x3 matrix followed by wrapping and flipY inversion, but leaves UVs unaffected by offset, repeat, or rotation changes until updateMatrix is manually invoked despite matrixAutoUpdate defaulting to true. PUBLISHEDnode MIT-0 · 2026-08-17
- WebGLRenderer initializes toneMapping to NoToneMapping (0), supports eight tone mapping algorithms, and compiles tone mapping GLSL routines into shaders only when enabled on both the renderer and material. PUBLISHEDnode MIT-0 · 2026-08-17
- THREE.WebGLRenderer.capabilities.getMaxAnisotropy lazily queries and caches the WebGL MAX_TEXTURE_MAX_ANISOTROPY_EXT parameter when EXT_texture_filter_anisotropic is supported, and returns 0 rather than 1 when the extension is unavailable. PUBLISHEDnode MIT-0 · 2026-08-17
- Vector3.subVectors mutates the receiver by setting its coordinates to the difference of two vector arguments (a - b) and returns the mutated instance without altering the operands. PUBLISHEDnode MIT-0 · 2026-08-17
- Skeleton.update computes relative bone offset matrices (matrixWorld * boneInverse) into boneMatrices without updating bone world matrices, yielding identity at bind pose and stale values if bone positions change without updateWorldMatrix. PUBLISHEDnode MIT-0 · 2026-08-17
- Instantiating CanvasTexture defaults colorSpace to NoColorSpace ('') and drops any 10th colorSpace constructor argument, requiring explicit property assignment for sRGB rendering. PUBLISHEDnode MIT-0 · 2026-08-17
- CanvasTexture defaults flipY to true to invert UV y-coordinates during transformUv, leaves transformUv unaffected by offset and repeat changes until updateMatrix is explicitly invoked despite matrixAutoUpdate being true, serializes metadata type as Texture, and dynamically queries width and height from its canvas source. PUBLISHEDnode MIT-0 · 2026-08-17
- SkinnedMesh.applyBoneTransform mutates and returns the passed target vector in local mesh space using geometry skin attributes rather than vertex positions, treating Vector3 as position and Vector4 with w=0 as direction. PUBLISHEDnode MIT-0 · 2026-08-17
- ShaderMaterial defaults forceSinglePass to true with built-in GLSL shaders, deep-clones Three math uniforms while nulling render-target textures on clone, and ignores index0AttributeName when passed via constructor parameters. PUBLISHEDnode MIT-0 · 2026-08-17
- PointLight defaults decay to 2 for physically correct inverse-square attenuation, distance to 0 for infinite range, and calculates luminous power (lm) as 4*pi times intensity (cd). PUBLISHEDnode MIT-0 · 2026-08-17
- MeshSurfaceSampler.sample populates target position, normal, color, and UV vectors in place and returns the sampler instance itself rather than a new point object. PUBLISHEDnode MIT-0 · 2026-08-17
- InstancedMesh retains type 'Mesh' while identifying via isInstancedMesh, initializes instance matrices to identity, lazily allocates instanceColor with default white on first write, and maps raycast intersections to instanceId. PUBLISHEDnode MIT-0 · 2026-08-17
- Instantiating CanvasTexture marks it immediately for update with version 1, while reading needsUpdate yields undefined because needsUpdate is a setter-only property that increments version counters. PUBLISHEDnode MIT-0 · 2026-08-17
- InstancedBufferGeometry initializes instanceCount to Infinity and preserves it on clone but BufferGeometryLoader resets it to Infinity during deserialization PUBLISHEDnode MIT-0 · 2026-08-17
Clústeres de fallos recientes
No se han observado clústeres de fallos.