fix: webgl feedback loop error
This commit is contained in:
12
src/main.ts
12
src/main.ts
@@ -4,10 +4,17 @@ import * as THREE from "three";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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// initialize scene
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const scene = new THREE.Scene();
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, 0, 0.001, 1000);
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const camera = new THREE.PerspectiveCamera(75, 0, 0.001, 1000);
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const renderer = new THREE.WebGLRenderer();
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const renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: true,
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});
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renderer.setClearColor(0xffffff);
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renderer.setClearColor(0xffffff);
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1;
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camera.position.z = 5;
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const controls = new OrbitControls(camera, renderer.domElement);
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const controls = new OrbitControls(camera, renderer.domElement);
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@@ -37,12 +44,11 @@ directional.target = nds.scene;
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directional.position.set(0, 100, 0);
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directional.position.set(0, 100, 0);
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scene.add(directional);
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scene.add(directional);
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// main loop
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renderer.setAnimationLoop(() => {
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renderer.setAnimationLoop(() => {
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controls.update();
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controls.update();
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renderer.render(scene, camera);
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renderer.render(scene, camera);
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});
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});
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camera.position.z = 5;
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document.body.appendChild(renderer.domElement);
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document.body.appendChild(renderer.domElement);
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