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…d tempUVs2 vectors
Also should prevent it from thinking it can scroll.
The side padding with 100% width causes the div to overflow the screen. So we remove the side padding (no used anyways), and also tell it to use box-sizing: border box to properly calculate the box sizing as expected.
On mobile this gives the text a little extra padding from the sides of the screen. This is safe to do now that we use the right box sizing.
Might as well fix the sizing here also.
Oculus browser is reporting a smaller width/height than actual resolution. Because of this we lose sharpness. I'm adding a scaling factor so users can adjust it.
Update fromBufferGeometry() documentation, so the user is aware that the resultant geometry contains duplicated vertices.
Also should prevent it from thinking it can scroll.
The side padding with 100% width causes the div to overflow the screen. So we remove the side padding (no used anyways), and also tell it to use box-sizing: border box to properly calculate the box sizing as expected.
On mobile this gives the text a little extra padding from the sides of the screen. This is safe to do now that we use the right box sizing.
Might as well fix the sizing here also.
Cleanup: Geometry -> BufferGeometry
MapControls: support orbiting with mouse + shift key
…an-keys OrbitControls: support panning with left mouse + shift key
Particles waves example: convert to THREE.Points
Audio: Use linearRampToValueAtTime()
Accommodate change in signature of InstancedBufferAttribute constructor
unittest WebglRenderer
Texture rotation example: clean up
…-error Improve error handling for LoadingManager
Removed dead link.
Update JSONLoader.html
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