\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.",[2884,2887],{"name":2885,"color":2886},"pending-triage","97A4FE",{"name":2888,"color":2889},"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",0.7435403,{"description":2896,"labels":2897,"number":2901,"owner":2863,"repository":2864,"state":2865,"title":2902,"updated_at":2903,"url":2904,"score":2905},"### 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.",[2898],{"name":2899,"color":2900},"breaking-change","5612D2",982,"Refactor `useRenderer`","2025-04-17T13:11:55Z","https://github.com/Tresjs/tres/issues/982",0.7465665,{"description":2907,"labels":2908,"number":2915,"owner":2863,"repository":2864,"state":2916,"title":2917,"updated_at":2918,"url":2919,"score":2920},"### Description\n\nAs a developer using TresJS, I would like to have an Event Management solution with the following features:\r\n\r\n- Support for:\r\n - onClick\r\n - onContextMenu (rightClick)\r\n - onDoubleClick\r\n - onWheel\r\n - onPointerDown\r\n - onPointerUp\r\n - onPointerLeave\r\n - onPointerMove\r\n - onPointerCancel\r\n - onLostPointerCapture\r\n- Event prioritization \r\n- primitive pointer events\r\n- Event bubbling and propagation #501 #426 \r\n\r\n# Propagation through intersected objects\r\n\r\nRaycasting-Based Interaction: Tres should use Three.js's raycasting to determine which objects are interacted with. A ray is cast from the camera through the mouse position into the 3D space, and intersections with objects are calculated.\r\n\r\nSimulated Bubbling: When an event occurs, Tres might propagate it through objects based on their spatial arrangement (like from child to parent), but this is based on the raycast hits and not a strict parent-child hierarchy as in the DOM.\r\n\r\nMeaning that stop propagation is based on occlusion\r\n\r\n\r\n\r\nIf the object is a Group or a model consistent with several meshes, the same concept applies, the closest mesh to the camera stops the propagation\r\n\r\n\r\n\n\n### Suggested solution\n\n# Current solution uses:\r\n\r\n- `useRaycaster` https://github.com/Tresjs/tres/blob/main/src/composables/useRaycaster/index.ts\r\n- `usePointerEventHandler` https://github.com/Tresjs/tres/tree/main/src/composables/usePointerEventHandler\r\n\r\nRegister of events is being done here \r\nhttps://github.com/Tresjs/tres/blob/main/src/composables/usePointerEventHandler/index.ts#L57-L62\r\n\r\n```ts\r\nconst registerObject = (object: Object3D & EventProps) => {\r\n const { onClick, onPointerMove, onPointerEnter, onPointerLeave } = object\r\n\r\n if (onClick) objectsWithEventListeners.click.set(object, onClick)\r\n if (onPointerMove) objectsWithEventListeners.pointerMove.set(object, onPointerMove)\r\n if (onPointerEnter) objectsWithEventListeners.pointerEnter.set(object, onPointerEnter)\r\n if (onPointerLeave) objectsWithEventListeners.pointerLeave.set(object, onPointerLeave)\r\n}\r\n\r\n // to make the registerObject available in the custom renderer (nodeOps), it is attached to the scene\r\n scene.userData.tres__registerAtPointerEventHandler = registerObject\r\n scene.userData.tres__deregisterAtPointerEventHandler = deregisterObject\r\n\r\n scene.userData.tres__registerBlockingObjectAtPointerEventHandler = registerBlockingObject\r\n scene.userData.tres__deregisterBlockingObjectAtPointerEventHandler = deregisterBlockingObject\r\n```\r\n\r\nThese are then used on the renderer by saving them on the `userData` of the scene object\r\n\r\n```ts\r\ninsert(child, parent) {\r\n if (parent && parent.isScene) scene = parent as unknown as TresScene\r\n\r\n const parentObject = parent || scene\r\n\r\n if (child?.isObject3D) {\r\n if (\r\n child && supportedPointerEvents.some(eventName => child[eventName])\r\n ) {\r\n if (!scene?.userData.tres__registerAtPointerEventHandler)\r\n throw 'could not find tres__registerAtPointerEventHandler on scene\\'s userData'\r\n\r\n scene?.userData.tres__registerAtPointerEventHandler?.(child as Object3D)\r\n }\r\n }\r\n```\r\n\r\nhttps://github.com/Tresjs/tres/blob/main/src/core/nodeOps.ts#L102\r\n\r\n# Desired solution\r\n\r\nA state/store to manage the events\r\n\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/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.",[2909,2910,2913,2914],{"name":2857,"color":2858},{"name":2911,"color":2912},"v4","7980EA",{"name":2874,"color":2875},{"name":2899,"color":2900},515,"closed","Pointer EventManager state","2024-05-30T06:32:45Z","https://github.com/Tresjs/tres/issues/515",0.7068179,{"description":2922,"labels":2923,"number":2924,"owner":2863,"repository":2864,"state":2916,"title":2925,"updated_at":2926,"url":2927,"score":2928},"### Describe the bug\r\n\r\nHi, I'm using TresJs v2(@tres/core) in Nuxt3.\r\nThrough your docs and kind explanations, I succeeded in configuring the environment and displaying 3d objects in Nuxt3.\r\n\r\nHowever, if a vue component (I made) containing the TresCanvas tag is unmounted according to the page route movement or certain conditions, and then re-enters the page and is newly mounted, it seems that the object is not rendered on the canvas tag.\r\n\r\nCan you check this?\r\nYou can see an example in the reproduction link below. You can check it when you toggle v-if with the toggle button.\r\nThank you.\r\n\r\n### Reproduction\r\n\r\nhttps://stackblitz.com/edit/nuxt-starter-36xfsn?file=nuxt.config.ts,app.vue (in Nuxt3)\r\nhttps://stackblitz.com/edit/tresjs-basic-i4h4kk?file=src%2FApp.vue (same in Vue3)\r\n\r\n### Steps to reproduce\r\n\r\n_No response_\r\n\r\n### System Info\r\n\r\n```shell\r\nnpm packages version\r\n- nuxt: 3.5.3\r\n- three: 0.153.0\r\n- @tresjs/core: 2.1.3\r\n```\r\n\r\n\r\n### Used Package Manager\r\n\r\nyarn\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.",[],302,"Nuxt3 + Tresjs rendering issue(when remounting, not displaying)","2023-06-19T15:26:29Z","https://github.com/Tresjs/tres/issues/302",0.7217381,{"description":2930,"labels":2931,"number":2935,"owner":2863,"repository":2936,"state":2916,"title":2937,"updated_at":2938,"url":2939,"score":2940},"**Describe the bug**\r\nA clear and concise description of what the bug is. If you intend to submit a PR for this issue, tell us in the description. Thanks!\r\n\r\nHi! Fist of all, What a great library! I'm playing with it, and so far... I LOVE IT! now... to the error, I am currently trying to use the post-processing package on a scene and I get the following error when I use it:\r\n\r\n\r\n\r\n**Reproduction**\r\nThis same happens whenever you check the examples:\r\nhttps://playground.tresjs.org/experiments/nuxt-stones\r\n\r\n\r\n\r\n\r\n**Steps**\r\nSteps to reproduce the behavior:\r\n1. Just adding the EffectComposer with a default bloom effect.\r\n\r\n**Expected behavior**\r\nFor the effect composer component to work\r\n\r\n**Screenshots**\r\nIf applicable, add screenshots to help explain your problem.\r\n\r\n**System Info**\r\nOutput of `npx envinfo --system --npmPackages '{vite,@tresjs/*, three, vue}' --binaries --browsers` \r\n```\r\nSystem:\r\n OS: macOS 13.4.1\r\n CPU: (8) arm64 Apple M1\r\n Memory: 323.22 MB / 16.00 GB\r\n Shell: 5.9 - /bin/zsh\r\n Binaries:\r\n Node: 18.15.0 - ~/.nvm/versions/node/v18.15.0/bin/node\r\n npm: 9.5.0 - ~/.nvm/versions/node/v18.15.0/bin/npm\r\n Browsers:\r\n Chrome: 116.0.5845.110\r\n Safari: 16.5.2\r\n npmPackages:\r\n @tresjs/cientos: ^3.1.0 => 3.1.0 \r\n @tresjs/core: ^3.1.0 => 3.1.0 \r\n @tresjs/post-processing: ^0.3.0 => 0.3.0 \r\n vite: ^2.8.0 => 2.9.16 \r\n```\r\n\r\n**Additional context**\r\nAdd any other context about the problem here.\r\n",[2932],{"name":2933,"color":2934},"bug","d73a4a",49,"post-processing","Cannot read properties of undefined (reading 'canvas')","2023-10-19T15:07:15Z","https://github.com/Tresjs/post-processing/issues/49",0.7297128,{"description":2942,"labels":2943,"number":2949,"owner":2863,"repository":2864,"state":2916,"title":2950,"updated_at":2951,"url":2952,"score":2953},"### Description\r\n\r\n## Problem\r\n\r\nUpdates/renders share the same unordered-from-the-components-perspective callback \"slot\", leading to out-of-sync visuals.\r\n\r\n## Example\r\n\r\nHere's the Cientos' playground demo for `MeshReflectionMaterial`. Notice the extra \"jumps\" in the reflection:\r\n\r\nhttps://github.com/Tresjs/tres/assets/20469369/314a4154-7cef-47d0-977e-e98fd53c8c13\r\n\r\nHere are two adjacent frames. Notice that the \"real\" elements haven't moved, but the reflection \"jumps\" from one frame to the next:\r\n\r\n\u003Cimg width=\"1044\" alt=\"Screenshot 2024-03-29 at 15 13 35\" src=\"https://github.com/Tresjs/tres/assets/20469369/47a6f2d1-817c-4bf1-a164-70969fb3aa7d\">\r\n\r\n## Why it happens\r\n\r\nThe \"jumps\" occur because the updates/renders are all firing in `onLoop`, but out-of-order from the perspective of the FBO reflection. So for a file like this ...\r\n\r\n```vue\r\n\u003Cscript setup lang=\"ts\">\r\nimport { TresCanvas, useRenderLoop } from '@tresjs/core'\r\nimport DemoComponent from './DemoComponent.vue'\r\n\r\nconst { onLoop } = useRenderLoop()\r\n\r\nonLoop(({ elapsed }) => {\r\n console.log(\"Demo update\", elapsed)\r\n})\r\n\u003C/script>\r\n\r\n\u003Ctemplate>\r\n \u003CTresCanvas>\r\n \u003CTresPerspectiveCamera />\r\n \u003CDemoComponent>\u003C/DemoComponent>\r\n \u003C/TresCanvas>\r\n\u003C/template>\r\n\r\n```\r\n\r\n... a single \"tick\" of `onLoop` looks like this:\r\n\r\n\u003Cimg width=\"238\" alt=\"Screenshot 2024-03-29 at 16 41 44\" src=\"https://github.com/Tresjs/tres/assets/20469369/63d33e65-de88-48dc-859d-709863672227\">\r\n\r\nWith this ordering, if `DemoComponent` renders the scene to an FBO, and is then rendered to the screen, it'll always be 1 frame behind `Demo`.\r\n\r\n\r\n\r\n### Suggested solution\r\n\r\nWe could follow R3F's lead here:\r\n\r\n* [Guarantee that rendering happens after `onLoop`](https://docs.pmnd.rs/react-three-fiber/api/hooks#useframe)\r\n* Implement these:\r\n** https://docs.pmnd.rs/react-three-fiber/api/hooks#taking-over-the-render-loop\r\n** https://docs.pmnd.rs/react-three-fiber/api/hooks#negative-indices\r\n\r\nFor example, R3F's `OrbitControls` uses a negative index:\r\n\r\nhttps://github.com/pmndrs/drei/blob/c147c2b1064bc4b457150f995bf714c2e43cf56f/src/core/OrbitControls.tsx#L58C1-L61C13\r\n\r\nIf I understand correctly, that means that the OrbitControls camera is updated before the rest of the scene, which is important in the case of FBOs like in the reflection material.\r\n\r\n### Alternative\r\n\r\nAs a simpler – though less flexible – solution, we could add a few callbacks:\r\n\r\n* `useRenderLoop().onBeforeRender()` – for FBOs\r\n* `useRenderLoop().onRender()` – for actually rendering to the screen\r\n\r\n### Additional context\r\n\r\n_No response_\r\n\r\n### Validations\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.",[2944,2945,2946],{"name":2933,"color":2934},{"name":2857,"color":2858},{"name":2947,"color":2948},"p2-to-be-discussed","97C1B1",607,"`useRenderLoop`: render after updates","2024-05-30T06:58:57Z","https://github.com/Tresjs/tres/issues/607",0.7310711,{"description":2955,"labels":2956,"number":2957,"owner":2863,"repository":2864,"state":2916,"title":2958,"updated_at":2959,"url":2960,"score":2961},"### 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",0.73304963,{"description":2963,"labels":2964,"number":2972,"owner":2863,"repository":2864,"state":2916,"title":2973,"updated_at":2974,"url":2975,"score":2976},"**Describe the bug**\r\nSeems since the update to v2 some demos with shaders are glitchy. We should find out why.\r\n\r\n\r\n**Reproduction**\r\nv2 https://playground.tresjs.org/experiments/portal-journey\r\nv1 https://stackblitz.com/edit/tresjs-portal-threejs-journey?file=README.md\r\n\r\n**Expected behavior**\r\nv2 fireflies work as v1\r\n\r\n**Screenshots**\r\nIf applicable, add screenshots to help explain your problem.\r\n\r\n**System Info**\r\nOutput of `npx envinfo --system --npmPackages '{vite,@tresjs/*, three, vue}' --binaries --browsers` \r\n\r\n```\r\n System:\r\n OS: macOS 13.2.1\r\n CPU: (8) arm64 Apple M1 Pro\r\n Memory: 93.83 MB / 16.00 GB\r\n Shell: 5.8.1 - /bin/zsh\r\n Binaries:\r\n Node: 18.14.1 - ~/.nvm/versions/node/v18.14.1/bin/node\r\n Yarn: 1.22.19 - /usr/local/bin/yarn\r\n npm: 9.3.1 - ~/.nvm/versions/node/v18.14.1/bin/npm\r\n Browsers:\r\n Brave Browser: 111.1.49.128\r\n Chrome: 111.0.5563.110\r\n Safari: 16.3\r\n npmPackages:\r\n @tresjs/cientos: 2.0.0-alpha.5 => 2.0.0-alpha.5 \r\n @tresjs/core: 2.0.0-alpha.4 => 2.0.0-alpha.4 \r\n```\r\n\r\n**Additional context**\r\nAdd any other context about the problem here.\r\n",[2965,2966,2969],{"name":2933,"color":2934},{"name":2967,"color":2968},"help wanted","008672",{"name":2970,"color":2971},"v2","FEE22E",177,"[v2] - Shaders are not working 100%","2023-03-31T09:13:55Z","https://github.com/Tresjs/tres/issues/177",0.7332625,["Reactive",2978],{},["Set"],["ShallowReactive",2981],{"$fTRc1wZytZ_XrK4EfJfei_Sz-An4H4Yy6syhVxH_PVJc":-1,"$f_XrZdcvYyAYTij4xpPs0VExaOXBRKnZMAM87XIVRtF4":-1},"/Tresjs/tres/189"]