` currently only accepts 1 string flag from the user. Using only flags means the system relies solely on us predicting users' needs and implementing a \"mode\" for them.\r\nAccepting only a single flag means we can't have a compound policy, e.g., \"rerender if advance or invalidate were called or the window resized. Afaik, this currently leads to cases where manual is the mode – the canvas will be blank if the window is resized, until invalidate is called.\r\n\r\n\r\n\r\n### Suggested solution\r\n\r\nEncapsulate the logic for \"Should the next tick update/render?\" in a module – maybe `src/core/renderPolicy.ts`?\r\nLet the render policy be specified via functions/objects as follows:\r\n\r\n```ts\r\nimport { createRenderPolicy, manual } from '...'\r\nconst policy = createRenderPolicy(manual)\r\nconst { invalidate } = policy\r\n...\r\n\u003CTresCanvas :render-policy=\"policy\" />\r\n```\r\n\r\nAbove, \r\n\r\n- manual is \"rule\" function that contains its own state, tracking if invalidate() was called since the last update.\r\n- policy is an object that relays calls to invalidate and advance to its rules, then asks the rules if the next tick should update/render or not.\r\n\r\nIn this way, we could have compound policies. E.g.,\r\n\r\n```ts\r\n// NOTE: This policy will approve the next tick of jobs if ...\r\n// - `invalidate()` was called\r\n// - the window was resized\r\n// but cancel if ...\r\n// - the canvas is off-screen\r\nconst { shouldUpdate, invalidate } = createRenderPolicy([manual, windowResize, cancelIfOffScreen])\r\nshouldUpdate() // false\r\ninvalidate()\r\nshouldUpdate() // true\r\n```\r\n\r\nRules would be evaluated in FILO order, with the result of lower ranking rules being passed to higher ranking rules, so this ...\r\n\r\n```\r\ncreateRenderPolicy([manual, cancelIfOffScreen, windowResize])\r\n```\r\n\r\n... cancels true from windowResize if the canvas is offscreen. But if the canvas is off-screen, manual's advance(n) will still take precedence.\r\n\r\nWhereas here ...\r\n\r\n```\r\ncreateRenderPolicy([cancelIfOffScreen, manual, windowResize])\r\n```\r\n\r\n... `cancelIfOffScreen` takes precedence over the other 2 rules and cancels both if the canvas is off-screen. \r\n----\r\n\r\nRules are relatively simple to write and users could supply their own rules, if we surface that in the API. Here's a \"complicated\" rule – `windowResize` – in its current form:\r\n\r\n```ts\r\nexport const windowResize: CreateUpdateRule = () => {\r\n let invalidated = true\r\n const invalidate = () => { invalidated = true }\r\n window.addEventListener('resize', invalidate)\r\n return {\r\n shouldUpdate: (lowRankResult: boolean) => {\r\n const result = invalidated\r\n invalidated = false\r\n return result || lowRankResult\r\n },\r\n dispose: () => {\r\n window.removeEventListener('resize', invalidate)\r\n }\r\n }\r\n}\r\n```\r\nHere's manual:\r\n\r\n```ts\r\nexport const manual: CreateUpdateRule = () => {\r\n let numFramesToAdvance = 0\r\n return {\r\n advance: (numFrames = 1) => {\r\n numFramesToAdvance = Math.max(numFramesToAdvance, numFrames)\r\n },\r\n shouldUpdate: (lowRankResult: boolean) => {\r\n const result = numFramesToAdvance > 0\r\n numFramesToAdvance = Math.max(0, numFramesToAdvance - 1)\r\n return result || lowRankResult\r\n }\r\n }\r\n}\r\n```\r\n\r\n### Alternative\r\n\r\n_No response_\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.\r\n\r\nEdit (andretchen0): fixed formatting ",[2867,2870],{"name":2868,"color":2869},"feature","c2e0c6",{"name":2871,"color":2872},"pending-triage","97A4FE",689,"Render mode policies","2024-05-24T14:21:03Z","https://github.com/Tresjs/tres/issues/689",0.7473386,{"description":2879,"labels":2880,"number":2885,"owner":2857,"repository":2858,"state":2859,"title":2886,"updated_at":2887,"url":2888,"score":2889},"### Description\n\nI have a TresCanvas with a lower z-index that is under the main content on my site. I got around this in native Three by using events based on window pointer events. I don't see a way to do this in Tres. \r\n\n\n### Suggested solution\n\nAdd a prop to TresCanvas like window-size (window-pointer?) to use window pointer events instead of attaching events to the canvas itself\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.",[2881,2882],{"name":2868,"color":2869},{"name":2883,"color":2884},"p2-nice-to-have","D4C5F9",581,"Use window for pointerevents","2024-07-24T00:40:31Z","https://github.com/Tresjs/tres/issues/581",0.7533297,{"description":2891,"labels":2892,"number":2896,"owner":2857,"repository":2858,"state":2859,"title":2897,"updated_at":2898,"url":2899,"score":2900},"## Description\n\nAs a developer using TresJS, I need a way to gracefully handle and display runtime errors that occur within the TresCanvas component and its children. This would improve the development experience and make it easier to debug issues in production.\n\n## Motivation\nCurrently, when an error occurs within TresCanvas or any of its child components (lights, meshes, materials, etc.) or threejs, the error can cause the entire application to crash or render a blank canvas without any meaningful feedback. This makes it difficult to:\n\n1. Identify the source of the error\n2. Debug issues in development\n3. Provide a fallback UI in production\n4. Handle errors gracefully without affecting the rest of the application\n\n## Proposal\n\nAdd an Error Boundary feature to TresCanvas that would:\n\n1. Catch runtime errors in:\n - Scene initialization\n - Component mounting/unmounting\n - Animation frame updates\n - Resource loading (textures, models, etc.)\n - Child component errors\n\n2. Provide a customizable error display that shows:\n - Error message and stack trace (in development)\n - Component tree path to the error\n - Simplified error message (in production)\n\n3. Include built-in error handling for common ThreeJS-specific errors:\n - WebGL context loss\n - Texture loading failures\n - Geometry errors\n - Material compilation errors\n\n\n## Suggested solution\n\n### Implementation Details\n\n```vue\n\u003Ctemplate>\n \u003CTresCanvas\n :error-boundary=\"true\"\n :error-fallback=\"customErrorComponent\"\n @error=\"handleError\"\n >\n \u003C!-- Scene content -->\n \u003C/TresCanvas>\n\u003C/template>\n```\n\nThe error boundary would inject necessary CSS styles automatically for the error display, eliminating the need for external CSS files. The styles would be scoped to the error boundary container to avoid conflicts.\n\n### Default Error Display\nThe default error display would be a styled overlay with:\n- Error message\n- Stack trace (in development)\n- Retry button\n- Option to copy error details\n- Responsive design that maintains the canvas aspect ratio\n\n```typescript\n// Internal styling injection\nconst errorStyles = `\n .tres-error-boundary {\n position: relative;\n width: 100%;\n height: 100%;\n background: rgba(30, 30, 30, 0.95);\n color: #fff;\n font-family: monospace;\n padding: 1rem;\n overflow: auto;\n }\n .tres-error-message {\n color: #ff5555;\n margin-bottom: 1rem;\n }\n .tres-error-stack {\n font-size: 0.9em;\n white-space: pre-wrap;\n }\n .tres-error-retry {\n background: #4a4a4a;\n border: none;\n color: white;\n padding: 0.5rem 1rem;\n margin-top: 1rem;\n cursor: pointer;\n }\n`\n```\n\n## Opt-in vs Opt-out Discussion\n\n### Opt-in Approach\n\n```vue\n\u003C!-- Explicit opt-in -->\n\u003CTresCanvas :error-boundary=\"true\">\n \u003C!-- Scene content -->\n\u003C/TresCanvas>\n```\n\n#### Pros:\n- More explicit and intentional usage\n- Smaller initial bundle size (code-splitting possible)\n- Developers consciously choose when to use error boundaries\n- Better control over error handling strategies\n\n#### Cons:\n- Requires additional configuration for each TresCanvas instance\n- May lead to inconsistent error handling across the application\n- Developers might forget to add error boundaries where needed\n\n### Opt-out Approach\n\n```vue\n\u003C!-- Error boundaries enabled by default -->\n\u003CTresCanvas>\n \u003C!-- Scene content -->\n\u003C/TresCanvas>\n\n\u003C!-- Explicit opt-out -->\n\u003CTresCanvas :error-boundary=\"false\">\n \u003C!-- Scene content -->\n\u003C/TresCanvas>\n```\n\n#### Pros:\n- Better developer experience out of the box\n- Consistent error handling across the application\n- Safer default behavior\n- Less configuration needed\n\n#### Cons:\n- Slightly larger initial bundle size\n- May be unnecessary for simple scenes\n- Less explicit about error handling behavior\n\n\n\n\n### Alternative\n\n_No response_\n\n### Additional context\n\n## Questions for Discussion\n\n1. Should error boundaries be opt-in or opt-out by default?\n2. What additional information would be helpful in the error display?\n3. Should we provide different error displays for development and production?\n4. How should we handle WebGL-specific errors differently from Vue component errors?\n\nFeel free to share your thoughts and suggestions on this proposal!\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.",[2893],{"name":2894,"color":2895},"p3-significant","2C78E3",923,"Error Boundary for TresCanvas","2025-02-06T13:45:39Z","https://github.com/Tresjs/tres/issues/923",0.7867381,{"description":2902,"labels":2903,"number":2904,"owner":2857,"repository":2905,"state":2906,"title":2907,"updated_at":2908,"url":2909,"score":2910},"### Describe the bug\n\nHi! \r\nTLDR;\r\nI was wondering if there is a way to make the Precipitation component animate after using disableRender on the main TresCanvas.\r\n\r\nWhole story:\r\nI currently playing with custom shaders and wanted to try them inside Tres, I created a function that extracts the context of the TresCanvas component from a ref to create the RenderPass:\r\n\r\n```const addRenderPasses = () => {\r\n // render pass\r\n const renderPass = new RenderPass(\r\n tresCanvas.value.context.scene.value,\r\n tresCanvas.value.context.camera.value\r\n )\r\n\r\n // Distortion pass\r\n distortPass.value = new ShaderPass(LensDistortionShader)\r\n distortPass.value.material.defines.CHROMA_SAMPLES = 10\r\n\r\n // compopser\r\n composer.value = new EffectComposer(tresCanvas.value.context.renderer.value)\r\n composer.value.setSize(window.innerWidth, window.innerHeight)\r\n composer.value.setPixelRatio(window.devicePixelRatio * 1.3)\r\n\r\n // output pass\r\n const outputPass = new OutputPass()\r\n\r\n // add the passes\r\n composer.value.addPass(renderPass)\r\n composer.value.addPass(distortPass.value)\r\n composer.value.addPass(outputPass)\r\n}\r\n```\r\n\r\nThe thing here is that for me to apply the RenderPass to the TresCanvas we need to disable the default renderer, which means that the Precipitation component from cientos no longer animates, I'm no master at three.js, but if you can guide me on where to thinker, I might be able to sort this. If you have any ideas or advice on how to make this run I am all ears! Other than that, I'm loving Tres.js and its companion libraries (Cientos, Leches and Post Processing)!\r\n\r\nLet me know if you need more context or info!\r\n\r\nCheers!\r\n\r\n\n\n### Reproduction\n\nhttps://stackblitz.com/edit/tresjs-basic-5sm94z\n\n### Steps to reproduce\n\nDescribed above and clear on the stackblitz example\n\n### System Info\n\n```shell\nUsing Stackblitz\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.",[],276,"cientos","closed","How to animate the Precipitation component when using \"disableRender\" on the TresCanvas","2023-11-03T19:38:52Z","https://github.com/Tresjs/cientos/issues/276",0.7474645,{"description":2912,"labels":2913,"number":2917,"owner":2857,"repository":2858,"state":2906,"title":2918,"updated_at":2919,"url":2920,"score":2921},"**Is your feature request related to a problem? Please describe.**\r\n\r\nTresJS is intended to be as simple and verbose as possible, but we can add an optional \"preset\" configuration for example for realistic scenes\r\n\r\n**Describe the solution you'd like**\r\n\r\n```\r\n\u003CTresCanvas preset=\"realistic\" />\r\n```\r\n\r\nWould set the following properties to the render\r\n\r\n```\r\nrenderer.physicallyCorrectLights = true // real lights\r\nrenderer.outputEncoding = THREE.sRGBEncoding // gama correction\r\nrenderer.toneMapping = THREE.ACESFilmicToneMapping\r\nrenderer.toneMappingExposure = 3\r\nrenderer.shadowMap.enabled = true\r\nrenderer.shadowMap.type = THREE.PCFSoftShadowMap\r\n```\r\n\r\n",[2914],{"name":2915,"color":2916},"good first issue","7057ff",109,"Renderer presets","2023-02-19T13:59:01Z","https://github.com/Tresjs/tres/issues/109",0.749825,{"description":2923,"labels":2924,"number":2925,"owner":2857,"repository":2858,"state":2906,"title":2926,"updated_at":2927,"url":2928,"score":2929},"### Describe the bug\n\nI'm trying to take a screenshot of the TresCanvas, but get always an empty PNG.\r\n\r\n \u003CTresCanvas ref=\"tresCanvasRef\" clear-color=\"#aaaaaa\" shadows id=\"modelCanvas\">\r\n \u003CCaptureScreenshot />\r\n \u003CTresPerspectiveCamera :position=\"[-150, 470, 220]\" :look-at=\"[0, 0, 0]\" />\r\n \u003CSuspense>\r\n \u003Cprimitive :position=\"[0, -100, 0]\" v-if=\"sceneLoaded\" :object=\"scene\" />\r\n \u003C/Suspense>\r\n \u003CTresAmbientLight :intensity=\"1.2\" color=\"#ffffff\" />\r\n \u003CTresDirectionalLight :intensity=\"1\" color=\"#ffffff\" :position=\"[-100, 0, 100]\" />\r\n \u003CTresDirectionalLight :intensity=\"1\" color=\"#ffffff\" :position=\"[100, 0, 100]\" />\r\n \u003CTresDirectionalLight :intensity=\"1\" color=\"#ffffff\" :position=\"[0, 200, 0]\" />\r\n \u003COrbitControls />\r\n \u003C/TresCanvas>\r\n \r\n \r\n**CaptureScreenshot:**\r\n \u003Cscript setup>\r\nimport { useTresContext } from \"@tresjs/core\";\r\n\r\nconst { renderer } = useTresContext();\r\n\r\nconst captureScreenshot = () => {\r\n const canvas = renderer.value.domElement;\r\n const url = canvas.toDataURL();\r\n const link = document.createElement(\"a\");\r\n link.href = url;\r\n link.download = \"screenshot.png\";\r\n link.click();\r\n};\r\n\u003C/script>\r\n\n\n### Reproduction\n\nhttps://stackblitz.com/edit/tresjs-basic-bovwvh?file=tsconfig.json\n\n### Steps to reproduce\n\nnpm i\r\nnpm run dev\n\n### System Info\n\n```shell\n\"devDependencies\": {\r\n \"@nuxt/devtools\": \"latest\",\r\n \"@nuxtjs/tailwindcss\": \"^6.8.0\",\r\n \"autoprefixer\": \"^10.4.15\",\r\n \"nuxt\": \"^3.7.3\"\r\n },\r\n \"dependencies\": {\r\n \"@tresjs/cientos\": \"^3.3.0\",\r\n \"@tresjs/nuxt\": \"^1.1.6\",\r\n \"@tresjs/post-processing\": \"^0.4.0\",\r\n \"@types/node\": \"^20.6.0\",\r\n \"dom-to-image\": \"^2.6.0\",\r\n \"html2canvas\": \"^1.4.1\",\r\n \"node\": \"^16.20.2\",\r\n \"three\": \"^0.156.1\"\r\n }\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/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.",[],408,"TresCanvas Screenshot","2023-12-13T09:08:50Z","https://github.com/Tresjs/tres/issues/408",0.7550921,{"description":2931,"labels":2932,"number":2933,"owner":2857,"repository":2934,"state":2906,"title":2935,"updated_at":2936,"url":2937,"score":2938},"The Manual Post Processing demo doesn't change when changing the various post-processing options.\r\n\r\n\u003Cimg width=\"1489\" alt=\"Screenshot 2023-09-20 at 01 10 01\" src=\"https://github.com/Tresjs/playground/assets/20469369/f9fb0fee-e6a7-45d8-afeb-4788da9b04b2\">\r\n\r\n----\r\n\r\n## Description\r\n\r\n* Expected: When changing the [post-processing dropdown here](https://deploy-preview-62--tresjs-playground.netlify.app/experiments/post-processing-manual), the content of the canvas should show the post-processing effect.\r\n* What happens: Nothing happens. The post-processing effect is not shown.\r\n\r\n----\r\n\r\n## Diagnosis\r\n\r\nThe demo watches a ref called `context`. It expects that the ref here `\u003CTresCanvas ref=\"content\">` will have a renderer in its value, when its updated:\r\n\r\n```\r\nwatchEffect(() => {\r\n if (context.value) {\r\n context.value.renderer.setSize(width.value, height.value)\r\n context.value.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))\r\n effectComposer = new EffectComposer(context.value.renderer)\r\n effectComposer.addPass(new RenderPass(context.value.scene, context.value.camera))\r\n\r\n onLoop(() => {\r\n effectComposer.render()\r\n })\r\n }\r\n})\r\n```\r\n\r\n[Source](https://github.com/Tresjs/playground/blob/215b94708fe765c80b073f75798fc441db913fd6/components/content/post-processing-manual/index.vue#L62)\r\n\r\n... but it doesn't. Here's the browser error message:\r\n\r\n```\r\nTypeError: a.value.renderer is undefined\r\n```\r\n\r\n----\r\n\r\nChecking the [Tres documentation for `Renderer`](https://tresjs.org/api/renderer.html), it doesn't appear that adding a ref on `\u003CTresCanvas />` is a documented way to access the renderer, so I didn't file an issue there.\r\n\r\n----\r\n\r\n## System Info\r\n\r\nMac M1\r\nMac OS 13.1\r\nFirefox 117.0.1 ",[],68,"lab","Manual Post Processing demo: canvas ref doesn't contain renderer","2023-09-23T14:22:58Z","https://github.com/Tresjs/lab/issues/68",0.75532097,{"description":2940,"labels":2941,"number":2949,"owner":2857,"repository":2858,"state":2906,"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.",[2942,2945,2946],{"name":2943,"color":2944},"bug","d73a4a",{"name":2868,"color":2869},{"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",0.7754171,{"description":2955,"labels":2956,"number":2957,"owner":2857,"repository":2858,"state":2906,"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",0.7754499,["Reactive",2963],{},["Set"],["ShallowReactive",2966],{"$fTRc1wZytZ_XrK4EfJfei_Sz-An4H4Yy6syhVxH_PVJc":-1,"$fDBHzrcXYIe3-Z8zKHdm1V6iAYLAruYMgxOkepTx__DU":-1},"/Tresjs/tres/517"]