\r\n \u003COrbitControls />\r\n \u003CTresScene>\r\n \u003CFBXModel path=\"/models/AkuAku.fbx\" />\r\n \u003CTresDirectionalLight :position=\"[-4, 8, 4]\" :intensity=\"1.5\" cast-shadow />\r\n \u003C/TresScene>\r\n \u003C/TresCanvas>\r\n \u003C/Suspense>\r\n\u003C/template>\r\n```\r\n\r\nfor the composable import the loader from `three-stdlib`\r\n\r\n- [ ] Update docs",[2892,2895],{"name":2893,"color":2894},"good first issue","7057ff",{"name":2868,"color":2869},67,"closed","useFbx composable and component for cientos","2023-01-10T18:48:31Z","https://github.com/Tresjs/tres/issues/67",0.7493537,{"description":2903,"labels":2904,"number":2907,"owner":2874,"repository":2908,"state":2897,"title":2909,"updated_at":2910,"url":2911,"score":2912},"### Description\r\n\r\nAs a developer using TresJS, I want \r\n- Environment props to be reactive\r\n- More presets other than 'sunset' (city, etc)\r\n\r\n so that:\r\n- I can dynamically configure the preset or toggle the `background` property\r\n\r\n### Suggested solution\r\n\r\nModify the `useEnvironment/component.ts` component so:\r\n\r\n- Convert to vue file SFC\r\n- texture should be a ref\r\n- Set the default for the props here.\r\n\r\nModify the `useEnvironment/index.ts` composable so:\r\n\r\n- Reacts to prop changes (Using watchers and computed)\r\n- Return the texture as a ref\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/cientos/blob/main/CODE_OF_CONDUCT.md)\r\n- [X] Read the [Contributing Guidelines](https://github.com/Tresjs/cientos/blob/main/CONTRIBUTING.md).\r\n- [X] Read the [docs](https://cientos.tresjs.org/guide).\r\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.",[2905,2906],{"name":2893,"color":2894},{"name":2868,"color":2869},147,"cientos","Enhance Environment and useEnvironment abstractions","2023-10-09T17:33:47Z","https://github.com/Tresjs/cientos/issues/147",0.75851184,{"description":2914,"labels":2915,"number":2907,"owner":2874,"repository":2925,"state":2897,"title":2926,"updated_at":2927,"url":2928,"score":2912},"Attempting to use the 1.0.0 release with Nuxt, I get an error on the `nuxt prepare` step. This is reproducible within this repo's nuxt playground if you update the dependency to 1.0.0.\r\n\r\n```\r\n ERROR ENOENT: no such file or directory, open '/Users/.../.../post-processing/playground-nuxt/@tresjs/post-processing' 10:29:39 AM\r\n ```\r\n\r\nThis does not happen when using `1.0.0-next.1`.\r\n\r\n```\r\n- Operating System: Darwin\r\n- Node Version: v20.10.0\r\n- Nuxt Version: 3.14.1592\r\n- CLI Version: 3.15.0\r\n- Nitro Version: 2.10.4\r\n- Package Manager: npm@10.8.3\r\n- Builder: -\r\n- User Config: default\r\n- Runtime Modules: @nuxt/eslint@0.7.2, @pinia/nuxt@0.7.0, @nuxtjs/supabase@1.4.3, @primevue/nuxt-module@4.2.4, @nuxtjs/tailwindcss@6.12.2, nuxt-lodash@2.5.3, @nuxt/icon@1.8.2, @tresjs/nuxt@3.0.7\r\n- Build Modules: -\r\n```\r\n\r\nThanks for maintaining this project!",[2916,2919,2922],{"name":2917,"color":2918},"bug","d73a4a",{"name":2920,"color":2921},"p4-important-bug","D93F0B",{"name":2923,"color":2924},"types","5C076E","post-processing","Broken imports in v1.0.0 w/ Nuxt","2025-01-03T09:37:19Z","https://github.com/Tresjs/post-processing/issues/147",{"description":2930,"labels":2931,"number":2932,"owner":2874,"repository":2908,"state":2897,"title":2933,"updated_at":2934,"url":2935,"score":2936},"### 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,"How to animate the Precipitation component when using \"disableRender\" on the TresCanvas","2023-11-03T19:38:52Z","https://github.com/Tresjs/cientos/issues/276",0.75946885,{"description":2938,"labels":2939,"number":2940,"owner":2874,"repository":2875,"state":2897,"title":2941,"updated_at":2942,"url":2943,"score":2944},"**Is your feature request related to a problem? Please describe.**\r\nCurrently useTexture doesn't support matcap texture\r\n\r\n**Describe the solution you'd like**\r\nFollow the convention to add matcap load texture in the useTexture composable\r\n\r\n**Suggested solution**\r\nUpdating the composable.\r\n\r\n**Additional context**\r\nLittle change in the core\r\n",[],178,"Add matcap load in useTexture","2023-03-30T06:16:46Z","https://github.com/Tresjs/tres/issues/178",0.7615459,{"description":2946,"labels":2947,"number":2948,"owner":2874,"repository":2875,"state":2897,"title":2949,"updated_at":2950,"url":2951,"score":2952},"### Description\r\n\r\n`Tres` is one of my favorite challenger for 3D `vuejs` framework. Unfortunately, so far it does not support a physics engine yet (or I'm not aware of it).\r\n\r\nIt will be awesome to have a physics component integrated in `Tres`!a \r\n\r\n### Suggested solution\r\n\r\nThe proposition will be simple, a Rapier physics engine!\r\nWhy `Rapier`?\r\nRapier is actually the current physic engine well maintained compared to `connon` or `ammon.js`\r\n\r\nIt will be awesome to have something like:\r\n```jsx\r\n\u003CPhysics>\r\n //...\r\n\u003C/Phisics>\r\n```\r\n\r\nEverything inside the `Physics` tag will be included in the physics world.\r\n\r\nThis is just the beginning example, we can add more tags like `\u003CRigidBody/>`, `\u003CCollider />`, etc... to control the added objects to the physics world.\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.",[],702,"Physics support integration!","2024-05-30T18:52:42Z","https://github.com/Tresjs/tres/issues/702",0.7624997,{"description":2954,"labels":2955,"number":2965,"owner":2874,"repository":2875,"state":2897,"title":2966,"updated_at":2967,"url":2968,"score":2969},"### Description\n\nDue to the way XR works while most of the code around XR functionality can sit within the @tres/xr repo, a section of code for handling an animation loop (needed specifically for XR) has to live within the main repo, similar to how is handled in R3F\r\nhttps://github.com/pmndrs/react-three-fiber/blob/b15801f161fc046a70d9a9f592b3ea8e3eac3d6e/packages/fiber/src/core/index.tsx#L255\n\n### Suggested solution\n\nI already have a proof of concept of this working with my own tweaked local copy of @tres/core incorporating this code with tres/vue specific code and just need a new feature branch to put it on and cleanup more\n\n### Alternative\n\n_No response_\n\n### Additional context\n\nRequires both @tres/core and @tres/xr modules working in unison\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.",[2956,2959,2962],{"name":2957,"color":2958},"feature","c2e0c6",{"name":2960,"color":2961},"PR welcome","2D76B0",{"name":2963,"color":2964},"p3-downstream-blocker","BFFC4F",668,"Add support for XR animation loop eventing into Core","2024-06-28T16:23:09Z","https://github.com/Tresjs/tres/issues/668",0.76306117,{"description":2971,"labels":2972,"number":2975,"owner":2874,"repository":2875,"state":2897,"title":2976,"updated_at":2977,"url":2978,"score":2979},"**Describe the bug**\r\nI was working on #116 and while I was implementing color shorthand for material, I duplicate and commented the old one. I expected the code to ignore the commented material and what actually happening is an error that crash the app.\r\n\r\n**Reproduction**\r\n[Stackblitz](https://stackblitz.com/edit/tresjs-basic-548wt4?file=src%2Fcomponents%2FTheExperience.vue) \r\n\r\n**Steps**\r\nSteps to reproduce the behavior:\r\n1. Go to a file with a `\u003CTresMesh>` component\r\n2. Create a comment inside the component\r\n3. See error\r\n\r\n**Expected behavior**\r\nThe application should not crash and ignore the comment\r\n\r\n**Screenshots**\r\n\r\n\r\n\r\n\r\n**System Info**\r\n``` \r\nSystem:\r\n OS: macOS 13.1\r\n CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz\r\n Memory: 708.17 MB / 16.00 GB\r\n Shell: 5.8.1 - /bin/zsh\r\n Binaries:\r\n Node: 18.14.0 - ~/.nvm/versions/node/v18.14.0/bin/node\r\n Yarn: 1.22.19 - ~/.yarn/bin/yarn\r\n npm: 9.3.1 - ~/.nvm/versions/node/v18.14.0/bin/npm\r\n Browsers:\r\n Brave Browser: 91.1.26.74\r\n Chrome: 110.0.5481.100\r\n Chrome Canary: 112.0.5609.1\r\n Firefox: 110.0\r\n Firefox Developer Edition: 110.0\r\n Safari: 16.2\r\n Safari Technology Preview: 16.4\r\n npmPackages:\r\n @tresjs/cientos: workspace:^1.7.0 => 1.7.0\r\n @tresjs/core: workspace:^1.7.0 => 1.7.0\r\n```\r\n",[2973,2974],{"name":2917,"color":2918},{"name":2868,"color":2869},120,"Allow comments inside components like `TresMesh`","2023-02-26T21:56:59Z","https://github.com/Tresjs/tres/issues/120",0.7676273,["Reactive",2981],{},["Set"],["ShallowReactive",2984],{"$fTRc1wZytZ_XrK4EfJfei_Sz-An4H4Yy6syhVxH_PVJc":-1,"$fD5-dv60HqH-D53-oIqbPviZlfemeomFWcBj5bEtoXto":-1},"/Tresjs/tres/80"]