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mrdoob avatar mrdoob commented on May 5, 2024

Here it says:

camera targetposition (x,y,z): THREE.Vector3 ( 0, 0, 1.8369701987210297e-13 )

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 avatar commented on May 5, 2024

which is 0,0,0 :-)

( 1.8369701987210297e-13 == 1.8369702 × 10^-13 =~ 0 )

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mrdoob avatar mrdoob commented on May 5, 2024

If you put it to ( 0, 0, 0 ) is it on the middle?

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 avatar commented on May 5, 2024

It's still on the bottom. I uploaded the updated version so you can check...

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mrdoob avatar mrdoob commented on May 5, 2024

I am afraid I can't help you on this one. There are many examples with the camera target in 0,0,0 working fine. It's probably something else...

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 avatar commented on May 5, 2024

the camera targeted at 0,0,0 happens often indeed (and it works), but the difference (I think) is that the camera position itself is often on y=0 while in my case it is at 1000 while both x and z are 0.

I will see if I can refine this issue :-)

I will come back here...!

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 avatar commented on May 5, 2024

Hi MrDoob, apologies for my bug-screaming :-)
It was indeed an error on my side...
Lighting does also work, looks pretty neat now!

I however encountered another glitch on the way.
http://fabricasapiens.nl/projecten/spel/snelletest.html
What happens is that the camera (x=0, y=100) flies over the cube by moving from x=1000 to x=0, while looking at the same target 0,0,0. At the very end, when the camera is right above the cube, the cube disappears. If I make x or z simply 1 instead of 0, it works properly with displaying, but it 'shakes' a little at the end, see:
http://fabricasapiens.nl/projecten/spel/snelletest2.html

The html files can be downloaded and placed in the same folder as you extracted my zip in, if you want to test some.

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mrdoob avatar mrdoob commented on May 5, 2024

I managed to tests this a bit. It all works fine until the camera.position.x and camera.position.z get to the same position where camera.target.position.x and camera.target.position.z are.

In other words, avoid having both points of the camera in the same vertical. I don't know exactly what's the mathematics problem with that but it has always been a problem in all 3d applications I've used.

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 avatar commented on May 5, 2024

Great, thanks! :-)

Maybe it is that the engine does not know how to orient the camera, in that there is no single 'logic' view of the target. In airplane-terms: if we were flying towards the target from exactly above, rolling the aircraft in any direction would still be a 'valid' way of looking at the target. The engine thus cannot decide and turns blank.

</ vague theory > ;-)

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mrdoob avatar mrdoob commented on May 5, 2024

Something along those lines... ;)

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