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xeolabs avatar xeolabs commented on August 22, 2024

Nope nothing wrong with your code. The reason is because, internally, xeogl builds a "lookat" matrix, with which "eye" position is taken from origin, "look" is taken from direction, but "up" is just set to [0,1,0]. Therefore, a ray pointing straight down or up will result in an eye->look vector parallel to "up".

I fixed this in xeokit by allowing the user to pass in that matrix, pre-made.

Code: https://github.com/xeokit/xeokit-sdk/blob/master/src/viewer/scene/webgl/Renderer.js#L667
Usage example: xeokit/xeokit-sdk@9c8c916#diff-81d67f18be38b8cf7722dedf57b4f28cR177

If anyone would like to add that to xeogl, a PR would be most welcome.

from xeogl.

tornado96 avatar tornado96 commented on August 22, 2024

ok,thanks very much!

from xeogl.

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