Conversation
loichuder
commented
Aug 4, 2026
| enableBigIntSerialization(); | ||
|
|
||
| failOnConsole(); | ||
| failOnConsole({ |
Member
Author
There was a problem hiding this comment.
We have to ignore this deprecation warning since it is only fixed in R3F v10: pmndrs/react-three-fiber#3741
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fix #2028
As I foresaw, the issue stemmed from mrdoob/three.js#32805 that removes the scale when computing
matrixWorldInverseof theCamera.It seems using scales in the matrix (even more so non-uniform scales) is unsupported in some parts of Threejs (mrdoob/three.js#26659 (comment)), leading to problems when computing lightning for example (mrdoob/three.js#26659 (comment)).
I'd like to say this is not relevant for us but the discussion at mrdoob/three.js#26659 worries me a bit: perhaps our use of scale to implement non-uniform zooming is actually more a bug than a feature of three.js. To be discussed with @t20100 perhaps.
Anyway, in this PR, I make a quickfix by creating a new camera that computes
matrixWorldInverseas three was doing it before v0.183 and it fixes the issue.