Is there a solution to this problem? If I change my materialdefinition from MeshPhone to MeshLambert, everything works as expected, otherwise, it won't (but only on some computers, my dev machine works just fine).
http://peppr-configurator.herokuapp.com/#/
The function 'loadDefaultMaterialForObject' in the 'MaterialConfService' is where this gets loaded.
var threeMaterial = new THREE.MeshPhongMaterial({ specular: material.properties.specular, emissive: material.properties.emissive, shininess: material.properties.shininess, });
Swapping out the 'MeshPhongMaterial' for a 'MeshLambertMaterial' works, but I need the phong for highlights.
Does anybody have a clue what might be going on here?
1 Answers
Answers 1
couldn't reproduce the error, but I would start here:
Try commenting out light.castShadow = true:
var pLight = new THREE.PointLight(0xffffff,0.25); //pLight.castShadow = true; pLight.position.set(50,100,50); _this.scene.add(pLight); var pLight02 = new THREE.PointLight(0xefeeeee,0.2); //pLight02.castShadow = true; pLight02.position.set(-50,100,50); _this.scene.add(pLight02); var pLight03 = new THREE.PointLight(0xffffff,0.2); //pLight03.castShadow = true; pLight03.position.set(0,75,-75); _this.scene.add(pLight03);
THREE.PointLight can't cast shadows and causes errors
for more info see https://github.com/mrdoob/three.js/issues/1192
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