\r\n \u003CTresMeshNormalMaterial />\r\n \u003CHtml\r\n center\r\n transform\r\n :distance-factor=\"4\"\r\n :position=\"[0, 0, 0.65]\"\r\n :scale=\"[0.75, 0.75, 0.75]\"\r\n >\r\n \u003Cdiv>\r\n \u003Cp>This should not scroll\u003C/p>\r\n \u003C/div>\r\n \u003C/Html>\r\n \u003C/TresMesh>\r\n```\r\nI expect the first element to scroll, and the second to stay.\r\n\r\n### System Info\r\n\r\n```shell\r\nSystem:\r\n OS: Linux 5.15 Ubuntu 22.04.3 LTS 22.04.3 LTS (Jammy Jellyfish)\r\n CPU: (8) x64 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz\r\n Memory: 3.82 GB / 11.69 GB\r\n Container: Yes\r\n Shell: 3.6.1 - /usr/bin/fish\r\n Binaries:\r\n Node: 21.5.0 - ~/.local/share/nvm/v21.5.0/bin/node\r\n Yarn: 1.22.19 - /usr/bin/yarn\r\n npm: 10.2.4 - ~/.local/share/nvm/v21.5.0/bin/npm\r\n pnpm: 8.14.1 - ~/.local/share/pnpm/pnpm\r\n bun: 1.0.7 - ~/.bun/bin/bun\r\n```\r\n\r\n\r\n### Used Package Manager\r\n\r\npnpm\r\n\r\n### Code of Conduct\r\n\r\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\r\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\r\n- [X] Read the [docs](https://tresjs.org/guide).\r\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.\r\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[3049,3052],{"name":3050,"color":3051},"pending-triage","97A4FE",{"name":3053,"color":3054},"waiting for author","B145BC",507,"Native html scroll and @tresjs/cientos Html component behaviour","2024-03-30T15:37:07Z","https://github.com/Tresjs/tres/issues/507",0.7685159,{"description":3061,"labels":3062,"number":3066,"owner":3024,"repository":3041,"state":3026,"title":3067,"updated_at":3068,"url":3069,"score":3070},"### Description\n\nAs a maintainer of TresJS, I would like to apply the following changes to the `useRenderer`:\n\n- Drop renderer presets \n- Remove logic of renderer re-creation when TresCanvas props change (is not needed anymore since properties belonging to the renderer constructor args also affect canvas context, so recreation has no effect)\n- Remove plainRenderer for defaults (Defaults should be explicit)\n- Update TresCanvas types\n- Add watchers for updatable renderer options at runtime\n- Improve the huge watchEffect callback in the file. Separate watchEffect's are probably more efficient.\n\n\n\n\n### Suggested solution\n\n## Add watchers for updatable renderer options at runtime\n\n### WebGL options with set methods:\n\n| Option | Set Method | Default Value |\n|--------|------------|---------------|\n| clearColor | `renderer.setClearColor` | #000000 |\n| clearAlpha | `renderer.setClearAlpha` | 1 |\n\n\n### WebGL options with direct setters\n\n| Option | Set Method | Default Value | Comments |\n|--------|------------|---------------|---------------|\n| shadows | `renderer.shadowMap.enabled` | false ||\n| shadowMapType | `renderer.shadowMap.type` | PCFSoftShadowMap | Requires force material update |\n| outputColorSpace | `renderer.outputColorSpace` | [SRGBColorSpace](https://threejs.org/docs/index.html#api/en/constants/Textures)|\n| toneMapping | `renderer.toneMapping` | ACESFilmicToneMapping ||\n| toneMappingExposure | `renderer.toneMappingExposure` | 1 ||\n| dpr | `renderer.setPixelRatio` | 1 ||\n\n### Alternative\n\n_No response_\n\n### Additional context\n\nTres Canvas types:\n\n```\nexport type WebGLRendererProps = TransformToMaybeRefOrGetter\u003COmit\u003CWebGLRendererParameters, 'canvas'>>\n\n// TODO move following type. Props shouldn't be defined by passing a ref.\nexport interface TresCanvasProps extends /* @vue-ignore */ WebGLRendererProps {\n /**\n * WebGL Context options (Readonly because they are passed to the renderer constructor)\n * They can't be changed after the renderer is created because they are passed to the canvas context\n */\n /**\n * Enables antialiasing, smoothing out edges of 3D objects.\n * Uses MSAA (Multisample Anti-Aliasing) when available.\n * @readonly\n * @default true (Opinionated default by TresJS)\n */\n antialias?: boolean\n\n /**\n * Enables stencil buffer with 8 bits.\n * Required for stencil-based operations like shadow volumes or post-processing effects.\n * @readonly\n * @default true\n */\n stencil?: boolean\n\n /**\n * Enables depth buffer with at least 16 bits.\n * Required for proper 3D rendering and depth testing.\n * @readonly\n * @default true\n */\n depth?: boolean\n\n /**\n * Enables logarithmic depth buffer. Useful for scenes with large differences in scale.\n * Helps prevent z-fighting in scenes with objects very close and very far from the camera.\n * @readonly\n * @default false\n */\n logarithmicDepthBuffer?: boolean\n\n /**\n * Preserves the buffers until manually cleared or overwritten.\n * Needed for screenshots or when reading pixels from the canvas.\n * Warning: This may impact performance.\n * @readonly\n * @default false\n */\n preserveDrawingBuffer?: boolean\n\n /**\n * Power preference for the renderer.\n * Power preference for the renderer.\n * - `default`: Automatically chooses the most suitable power setting.\n * - `high-performance`: Prioritizes rendering performance.\n * - `low-power`: Tries to reduce power usage.\n * @see {@link https://threejs.org/docs/#api/en/renderers/WebGLRenderer}\n * @default 'default'\n * @readonly\n */\n powerPreference?: WebGLPowerPreference\n /**\n * Whether to create the WebGL context with an alpha buffer.\n * This is a WebGL context option that must be set during context creation and cannot be changed later.\n * When true, the canvas can be transparent, showing content behind it.\n * @readonly\n * @default false\n */\n alpha?: boolean\n\n /**\n * WebGL options with set methods\n * @see {@link https://threejs.org/docs/#api/en/renderers/WebGLRenderer}\n */\n\n /**\n * Clear color for the canvas\n * Can include alpha value (e.g. '#00808000' for fully transparent teal)\n */\n clearColor?: MaybeRefOrGetter\u003Cstring> // TODO this should also accept the other parts of ColorRepresentation\n\n /**\n * The opacity of the clear color (0-1)\n * Controls the transparency of the clear color\n * @default 1\n */\n clearAlpha?: MaybeRefOrGetter\u003Cnumber>\n\n /**\n * Enable shadow rendering in the scene\n * @default false\n */\n shadows?: MaybeRefOrGetter\u003Cboolean>\n\n /**\n * Tone mapping technique to use for the scene\n * - `NoToneMapping`: No tone mapping is applied.\n * - `LinearToneMapping`: Linear tone mapping.\n * - `ReinhardToneMapping`: Reinhard tone mapping.\n * - `CineonToneMapping`: Cineon tone mapping.\n * - `ACESFilmicToneMapping`: ACES Filmic tone mapping.\n * - `AgXToneMapping`: AgX tone mapping.\n * - `NeutralToneMapping`: Neutral tone mapping.\n * @see {@link https://threejs.org/docs/#api/en/constants/Renderer}\n * @default ACESFilmicToneMapping (Opinionated default by TresJS)\n */\n toneMapping?: MaybeRefOrGetter\u003CToneMapping>\n\n /**\n * Type of shadow map to use for shadow calculations\n * - `BasicShadowMap`: Basic shadow map.\n * - `PCFShadowMap`: Percentage-Closer Filtering shadow map.\n * - `PCFSoftShadowMap`: Percentage-Closer Filtering soft shadow map.\n * - `VSMShadowMap`: Variance shadow map.\n * @see {@link https://threejs.org/docs/#api/en/constants/Renderer}\n * @default PCFSoftShadowMap (Opinionated default by TresJS)\n */\n shadowMapType?: MaybeRefOrGetter\u003CShadowMapType>\n\n /**\n * Whether to use legacy lights system instead of the new one\n * @deprecated Use `useLegacyLights: false` for the new lighting system\n */\n useLegacyLights?: boolean\n\n /**\n * Color space for the output render\n * @see {@link https://threejs.org/docs/#api/en/constants/Renderer}\n */\n outputColorSpace?: MaybeRefOrGetter\u003CColorSpace>\n\n /**\n * Exposure level of tone mapping\n * @default 1\n */\n toneMappingExposure?: MaybeRefOrGetter\u003Cnumber>\n\n /**\n * Rendering mode for the canvas\n * - 'always': Renders every frame\n * - 'on-demand': Renders only when changes are detected\n * - 'manual': Renders only when explicitly called\n * @default 'always'\n */\n renderMode?: MaybeRefOrGetter\u003C'always' | 'on-demand' | 'manual'>\n\n /**\n * Device Pixel Ratio for the renderer\n * Can be a single number or a tuple defining a range [min, max]\n */\n dpr?: MaybeRefOrGetter\u003Cnumber | [number, number]>\n\n /**\n * Custom camera instance to use as main camera\n * If not provided, a default PerspectiveCamera will be created\n */\n camera?: TresCamera\n\n /**\n * Whether the canvas should be sized to the window\n * When true, canvas will be fixed positioned and full viewport size\n * @default false\n */\n windowSize?: MaybeRefOrGetter\u003Cboolean>\n\n /**\n * Whether to enable the provide/inject bridge between Vue and TresJS\n * When true, Vue's provide/inject will work across the TresJS boundary\n * @default true\n */\n enableProvideBridge?: MaybeRefOrGetter\u003Cboolean>\n}\n```\n\nOther relevant types\n\n```\ntype NamesOfPropsThatCannotChange = keyof Pick\u003C\n TresCanvasProps,\n 'depth' |\n 'alpha' |\n 'camera' | // this is handled in useCameras // TODO camera should be handled\n 'stencil' |\n 'renderer' |\n 'antialias' |\n 'precision' |\n 'powerPreference' |\n 'premultipliedAlpha' |\n 'preserveDrawingBuffer' |\n 'logarithmicDepthBuffer' |\n 'failIfMajorPerformanceCaveat'\n>\n\ntype NamesOfPropsThatCanChange = keyof Omit\u003C\n TresCanvasProps,\n NamesOfPropsThatCannotChange\n>\n```\n\n### Validations\n\n- [x] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\n- [x] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\n- [x] Read the [docs](https://tresjs.org/guide).\n- [x] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.",[3063],{"name":3064,"color":3065},"breaking-change","5612D2",982,"Refactor `useRenderer`","2025-04-17T13:11:55Z","https://github.com/Tresjs/tres/issues/982",0.78535354,{"description":3072,"labels":3073,"number":3023,"owner":3024,"repository":3078,"state":3079,"title":3080,"updated_at":3081,"url":3082,"score":3030},"### Description\n\nI would like to have some demos in this repo, applying basic forces \n\n### Suggested solution\n\n_No response_\n\n### Alternative\n\n_No response_\n\n### Additional context\n\n_No response_\n\n### Validations\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/rapier/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/rapier/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://rapier.tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/rapier/issues) that reports the same bug to avoid creating a duplicate.",[3074,3077],{"name":3075,"color":3076},"good first issue","7057ff",{"name":3035,"color":3036},"rapier","closed","Demos: apply forces","2024-09-12T13:49:59Z","https://github.com/Tresjs/rapier/issues/104",{"description":3084,"labels":3085,"number":3086,"owner":3024,"repository":3087,"state":3079,"title":3088,"updated_at":3089,"url":3090,"score":3091},"### Describe the bug\n\n[`CameraControls`](https://cientos.tresjs.org/guide/controls/camera-controls.html) component ignores `mouseButtons` and `touches` properties.\n\n### Reproduction\n\nhttps://play.tresjs.org/#eNqdVttu2zgQ/RVCwSIPa1NynGS72nTh2r0gi80FtZ8a9YGWGIsJRRIk5dgI/O8dkr5IbpA6TQTDnDkzc3jIGfk5mmhqPiiF5zWN0ujC5Jopiwy1tUKciNn7LLImi/7NBKuU1BY9oyExLB+XpJBPV0R10Pjrl+FIcqnHiuS0g67lRAoKLsXEDK3QvZYVOralpvT4n0YeV3pExJyYLWhgwfZg4lzqNnZEKqrJSAqrJX8Bz6iw0jRCRqM1JPeR3Xwd6iCZgJWxaMbRe/ScCYRyTon2e0jR8dG7k4/D0dlxx3mM36dJkdU19RbCVUlSdE+4CYYAgf1Oloqm+/I4hKytqu1Oo3RfMweyO9HStobgXgHtizicDpwFLCytFCeWwgqhi4aW8+6UiQLObcb9uSH48/5bqo2iuWVzGuREqZKGWSYFoO/+7iD3fM8iFG/C9mRPK1kb2p3WFsgaCHpGnN7bFNTGH0aTy5tr/O3m5gqtmjlc6Stqyna17kkHwZO4cqmWlmwcSQddEVvi28vgXafZ7BFU+UJlRa1eopTomWNx1+ugHj7roH6TfKP0REoBSalmhKPcyQ5R62NuUo03Aa9zB4ruccVyYmw3XIB22aFcvMDTkdx8vInr6Wf3/xtcQWMn9c9KjlVJ9U7Lg5l8Hg6T/vCXTD4y7a6aFIT/z2al/UlBIHXqD58JSwW4luDo4ZO2qOsqoUa44GC4iBu3H5bGLrn7WtqKQ7NMZbEMfV2B8kykKIH2QUiRovDdFZYldcRS1EuSP7zhiRW23K5XmTiC/guJfoFFaEryx5mWtShg1Pg5cpQkrg6kgcb1BKNOFKZTtyIKPxgpYOT69NnaAZM2DQWdrTkNnSOLSmuVSeM4LwTEF5SzucaC2lioKm7CB318jntxwYyNnRnQWeTHTCtxGJtvyR0iIP1fONmlX5vbVewTJY+KiEO4b7GDU5xsiW+MuGIuppnbvU0OyetwA8h4ngDfP6mpmjLASw/m2cH6NuCDXoLPICNMWrrAVVvdNQ5usKbFGxKHgNdSA7Bb0IodkHQDdZs/xecxZ9MXU+69Hw/IvBcxOMHvcD+c2J4LV7Ko+e74XE3ohxU0gjUAumezvTbIZaUYp/pGuVHRbgfCuXz6z9u2L2MfU9L88QX7g1mE3dzCDaV6Dme8uz8wGKgN7k/ja7qA71tnYP2q8ys1kteOY4ANofGBdgPn2V76roaZMzGfFn7MrTfVImrhd4O33m1m8PaCB8N3L5zH+zswekWl3c76uL8VfPUDB9Q/3Q==\n\n### Steps to reproduce\n\n1. Add `PerspectiveCamera` to a scene\r\n2. Add `CameraControls` from `@tresjs/cientos`\r\n3. Pass `mouseButtons` prop using `camera-controls`' `ACTION` enum:\r\n ```\r\n import CC from 'camera-controls';\r\n ...\r\n \u003CCameraControls :mouse-buttons=\"{ left: CC.ACTION.ZOOM }\" />\r\n ```\r\n4. The camera should zoom on drag when left mouse button is pressed, but instead the camera rotates (default behavior)\r\n\r\n_Note:_ The same applies to `touches` as both of the props are discarded when turning props into refs, and aren't passed down to the extended component: https://github.com/Tresjs/cientos/blob/main/src/core/controls/CameraControls.vue#L331C1-L357C18\r\n\r\nI prepared a fix for that, will submit a PR shortly 😉 \r\n\n\n### System Info\n\n```shell\nSystem:\r\n OS: macOS 14.4.1\r\n CPU: (8) arm64 Apple M1 Pro\r\n Memory: 4.18 GB / 32.00 GB\r\n Shell: 5.9 - /bin/zsh\r\n Binaries:\r\n Node: 20.11.1 - ~/.nvm/versions/node/v20.11.1/bin/node\r\n npm: 10.2.4 - ~/.nvm/versions/node/v20.11.1/bin/npm\r\n pnpm: 8.15.4 - ~/Library/pnpm/pnpm\r\n bun: 1.0.27 - ~/.bun/bin/bun\r\n Browsers:\r\n Chrome: 124.0.6367.61\r\n Safari: 17.4.1\r\n npmPackages:\r\n @tresjs/cientos: ^3.8.0 => 3.8.0 \r\n @tresjs/core: ^3.8.1 => 3.8.1 \r\n @tresjs/leches: ^0.14.0 => 0.14.0 \r\n @tresjs/post-processing: ^0.7.1 => 0.7.1 \r\n vite: ^5.1.5 => 5.1.6\n```\n\n\n### Used Package Manager\n\nnpm\n\n### Code of Conduct\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/cientos/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/cientos/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://cientos.tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/Tresjs/cientos/issues) that reports the same bug to avoid creating a duplicate.\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[],384,"cientos","CameraControls component doesn't support mouseButtons and touches props","2024-04-22T19:21:04Z","https://github.com/Tresjs/cientos/issues/384",0.7596465,{"description":3093,"labels":3094,"number":3102,"owner":3024,"repository":3041,"state":3079,"title":3103,"updated_at":3104,"url":3105,"score":3106},"**Describe the bug**\r\nUsing tweakpane `useTweakPane` folders on parent and child component overlaps\r\n\r\nI am doing ... What I expect is ... What actually happening is\r\n\r\n**Reproduction**\r\n[Repro](https://stackblitz.com/edit/tresjs-basic-ntxpns?file=src%2Fcomponents%2FTheExperience.vue,src%2Fcomponents%2FThePortal.vue,vite.config.ts,src%2Fshaders%2Ffragment.glsl,src%2FApp.vue)\r\n\r\n**Steps**\r\nSteps to reproduce the behavior:\r\n1. Add ' const { pane } = useTweakPane()` in both parent component and child\r\n2. Add inputs or folders in both\r\n\r\n**Expected behavior**\r\nControls stack instead of overlap\r\n\r\n**Screenshots**\r\n[Video](https://user-images.githubusercontent.com/4699008/208600428-8a982969-845e-4c29-b770-6edfe9d42214.mov)\r\n\r\n**System Info**\r\n\r\nOutput of `npx envinfo --system --npmPackages '{vite,@tresjs/*, three, vue}' --binaries --browsers` \r\n\r\n```\r\n System:\r\n OS: Linux 5.0 undefined\r\n CPU: (8) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz\r\n Memory: 0 Bytes / 0 Bytes\r\n Shell: 1.0 - /bin/jsh\r\n Binaries:\r\n Node: 16.14.2 - /usr/local/bin/node\r\n Yarn: 1.22.19 - /usr/local/bin/yarn\r\n npm: 7.17.0 - /usr/local/bin/npm\r\n npmPackages:\r\n @tresjs/cientos: ^1.2.2 => 1.2.2 \r\n @tresjs/core: ^1.3.2 => 1.3.2 \r\n vite: ^3.2.4 => 3.2.5 \r\n```\r\n\r\n",[3095,3098,3099],{"name":3096,"color":3097},"bug","d73a4a",{"name":3075,"color":3076},{"name":3100,"color":3101},"help wanted","008672",50,"Using tweakpane on parent and child component overlaps","2022-12-20T09:47:37Z","https://github.com/Tresjs/tres/issues/50",0.7685465,{"description":3108,"labels":3109,"number":3111,"owner":3024,"repository":3041,"state":3079,"title":3112,"updated_at":3113,"url":3114,"score":3115},"# Description\r\n\r\n[example](https://assets.codepen.io/4698468/usePamMouse.gif)\r\n\r\n\r\n## Why TresJs need this feature\r\nCreating the abstraction \u003CusePamMouse /> open doors for creating beautiful scenes (like showcase) easily. with a really nice effect.\r\n\r\nMight have a factor props and a disabled.\r\n\r\nWe could discuss names\r\n\r\n\r\n",[3110],{"name":3035,"color":3036},122,"Pam camera mouse effect [Feature Request]","2023-02-28T15:08:03Z","https://github.com/Tresjs/tres/issues/122",0.7755045,{"description":3117,"labels":3118,"number":3119,"owner":3024,"repository":3041,"state":3079,"title":3120,"updated_at":3121,"url":3122,"score":3123},"### Describe the bug\n\nThis error hapend when I write ` const state = useTres()` or `const { state } = useTres()` In devtools, and the scene is not loaded.\r\nThis is my code (in App.vue):\r\n```\u003Cscript setup lang=\"ts\">\r\nimport { TresCanvas, extend, useTres } from '@tresjs/core';\r\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js'\r\nimport { watchEffect } from 'vue'\r\n\r\nconst state = useTres()\r\n\r\nlet controls: OrbitControls | null = null\r\n\r\nwatchEffect(()=>{\r\n if (state.renderer && state.camera) {\r\n controls = new OrbitControls(state.camera.value!, state.renderer.value.domElement )\r\n }\r\n})\r\n\r\nextend({OrbitControls})\r\n\u003C/script>\r\n\r\n\u003Ctemplate>\r\n \u003CTresCanvas window-size>\r\n \u003CTresPerspectiveCamera />\r\n\r\n \u003CTresScene>\r\n \u003CTresMesh>\r\n \u003CTresBoxGeometry />\r\n \u003CTresMeshNormalMaterial />\r\n \u003C/TresMesh>\r\n \u003C/TresScene>\r\n \u003C/TresCanvas>\r\n\u003C/template>\r\n```\r\n\r\nI did it like in this tutorial: [The tutorial](https://youtu.be/QP3gCY5_dds)\n\n### Reproduction\n\nhttps://stackblitz.com/edit/tresjs-basic-fg1y4w?file=src%2FApp.vue\n\n### Steps to reproduce\n\nAdd \r\n```\r\nimport { useTres } from '@tresjs/core';\r\nconst state = useTres()\r\n```\r\nto your code\n\n### System Info\n\n_No response_\n\n### Used Package Manager\n\nnpm\n\n### Code of Conduct\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[],410,"Uncaught Error: useTresContext must be used together with useTresContextProvider","2023-09-30T07:00:08Z","https://github.com/Tresjs/tres/issues/410",0.7827394,{"description":3125,"labels":3126,"number":3127,"owner":3024,"repository":3041,"state":3079,"title":3128,"updated_at":3129,"url":3130,"score":3131},"### Describe the bug\n\nThe click-event on meshes does not properly work when the scene is not shown full screen.\n\n### Reproduction\n\nhttps://stackblitz.com/edit/tresjs-basic-hjvh64?file=src%2Fcomponents%2FTheExperience.vue\n\n### Steps to reproduce\n\n_No response_\n\n### System Info\n\n_No response_\n\n### Used Package Manager\n\npnpm\n\n### Code of Conduct\n\n- [X] I agree to follow this project's [Code of Conduct](https://github.com/Tresjs/tres/blob/main/CODE_OF_CONDUCT.md)\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/tres/blob/main/CONTRIBUTING.md).\n- [X] Read the [docs](https://tresjs.org/guide).\n- [X] Check that there isn't [already an issue](https://github.com/tresjs/tres/issues) that reports the same bug to avoid creating a duplicate.\n- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.",[],282,"Raycaster does not work properly when scene is not in full screen","2023-06-19T06:42:39Z","https://github.com/Tresjs/tres/issues/282",0.7839704,["Reactive",3133],{},["Set"],["ShallowReactive",3136],{"$fTRc1wZytZ_XrK4EfJfei_Sz-An4H4Yy6syhVxH_PVJc":-1,"$fL2MbAfmw0_-2j_mBWB_EVWEQCNjb8OxDuMrqCG_qVhU":-1},"/Tresjs/cientos/397"]