three.js: Setting lights: true on THREE.PointsMaterial breaks
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Description of the problem
var starsMaterialx = new THREE.PointsMaterial( { color: 0xFFFFFF, size: 5, lights: true } );
returns
Uncaught TypeError: Cannot set property 'value' of undefined
at t (three.min.js:136)
while
var starsMaterialx = new THREE.PointsMaterial( { color: 0xFFFFFF, size: 5 } );
and
var starsMaterialx = new THREE.PointsMaterial( { color: 0xFFFFFF, size: 5, lights: false } );
works fine.
Three.js version
- Dev
- r82
- …
Browser
- All of them
- Chrome
- Firefox
- Internet Explorer
OS
- All of them
- Windows
- Linux
- Android
- IOS
Hardware Requirements (graphics card, VR Device, …)
iMac (Retina 5K, 27-inch, Late 2014) AMD Radeon R9 M295X 4096 MB
About this issue
- Original URL
- State: closed
- Created 7 years ago
- Reactions: 7
- Comments: 19 (3 by maintainers)
WIP tho…
PointsMaterial
lights
support.https://twitter.com/superhoge/status/946723196148916225 https://rawgit.com/takahirox/three.js/PointsMaterialLights/examples/webgl_points_dynamic_light.html
particle lighting may be computed just by distance from light source (according to intensity, decay, distance parameters of the light sources), it makes sense.
Right. But they have a
lights
property that a user should not alter.@mrdoob usually has a clever design solution to situations such as this. : ) Maybe it should be
Material._lights
.Thanks. From the code there, PointsMaterial doesn’t seem to work with light yet (does it?). I’ll open PointsMaterial + light feature request issue because this issue has been closed.
Interesting! We should think how to name it…
PointsMaterial
would becomePointsBasicMaterial
and we would needPoints???Material
?