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Hi, I was using camera-controls without an animation loop, and relying on event-driven rendering instead.
By "event-driven rendering" I mean I would call "render" on the control and transitionstart events of camera-controls (see94d7699).
It looks like #466 introduced in 2.7.3 to execute dragging once per-frame broke rotation and panning with the way I had camera-controls setup.
The reason I had it setup this way was for performance, and to avoid calling the render function unless the user interacts with it (i.e. with the mouse).
Do you have any advice on how to fix this, or thoughts on using camera-controls this way?
Should I switch to using an animation loop that calls my render function instead of rendering based on the control and transitionstart events?
Describe the bug
Hi, I was using camera-controls without an animation loop, and relying on event-driven rendering instead.
By "event-driven rendering" I mean I would call "render" on the
control
andtransitionstart
events of camera-controls (see 94d7699).It looks like #466 introduced in
2.7.3
to execute dragging once per-frame broke rotation and panning with the way I had camera-controls setup.The reason I had it setup this way was for performance, and to avoid calling the render function unless the user interacts with it (i.e. with the mouse).
Do you have any advice on how to fix this, or thoughts on using camera-controls this way?
Should I switch to using an animation loop that calls my render function instead of rendering based on the
control
andtransitionstart
events?To Reproduce
Steps to reproduce the behavior:
basic.html
example to be "event-driven". See 94d7699.git checkout v2.7.2
- rotating and panning worksgit checkout v2.7.3
- rotating and panning breaksExpected behavior
I expect rotating and panning to work when setup this way, or a major version bump since this patch version broke that behavior.
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