Comments (8)
The code seems fine. Do you have an online link we can test?
from three.js.
I've set this link up.
http://davies.gotgeeks.com/test/three.js/?debug=0 does not include the debug code
http://davies.gotgeeks.com/test/three.js/?debug=1 includes the debug code
I'm stumped. Any ideas?
from three.js.
Forgot to mention I've left a pause function in there for the renderer if you click the screen. Also you can use the arrow keys to rotate the model.
from three.js.
Just a quick test. Could you try camera.position.z = 500
?
Otherwise could you zip everything so we can easily try stuff?
from three.js.
I can't find the cause either!
It's strange, since I would suspect that having ThreeDebug.js in addition to Three.js would cause conflicts, but it's the other way around in that having them both is fine, but just Three.js is not. Weird :)
I would suggest stripping down the page until there's no problem anymore, and then slowly build until the problem appears...
from three.js.
I did the camera position thing locally - you can turn the sphere with the left/right arrow keys, but now you can see the position of the camera - and tried viewing it from the inside (distance 1 instead of 500) but still got no change to the result (other than being inside the sphere of course).
Just so you're aware I never have had the sphere working without the debug include - I've been experimenting with various shapes resulting in the junk code. I was wondering if the next step would be to start from one of the examples, since those seem to work ok, then strip/rebuild like you said.
As I understand it your hypothesis is that the debug code might conflict somehow. Is it possible I'm using a dodgy build of the three.js code or an unreliable combination of files?
I'll let you know my findings.
from three.js.
Probably something was broken on the version of Three you downloaded. I've just tried with the latest Three.js and ThreeDebug.js and works fine :)
from three.js.
Thanks - that seems to do it. :)
from three.js.
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