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We talked about this before, but making sure it doesn't get lost. With my current setup where I'm transforming a React Component and [omitting some steps] an effect will essentially copy the transforms into a BatchedMesh, you don't get continuous updates to transforms changes. This makes especially hard for rotations and scaling.
Solution could be sth like: Force re-render onChange instead of on pointer release (maybe with a user setting/config for throttling)
The text was updated successfully, but these errors were encountered:
We talked about this before, but making sure it doesn't get lost. With my current setup where I'm transforming a React Component and [omitting some steps] an effect will essentially copy the transforms into a BatchedMesh, you don't get continuous updates to transforms changes. This makes especially hard for rotations and scaling.
Solution could be sth like: Force re-render onChange instead of on pointer release (maybe with a user setting/config for throttling)
The text was updated successfully, but these errors were encountered: