lightposition behaves weirdly
Nobody has claimed this yet.
- Dominant language
- JavaScript
- Stars
- 18.3k
- Forks
- 2k
- Avg merge
- 2d 12h
- Merged PRs (30d)
- 28
Description
lightposition behaves similarly for both mesh3d and surface, but it's nearly unusable. Generally x is left (-) to right (+) and y is bottom (-) to top(+), but z has effects that defy easy categorization other than z=1 being "special". Sometimes x and y flip randomly, and anyway they don't seem to have the same scales, ie x=y does not put the light at 45 degrees.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing lightposition with both mesh3d and surface traces, checking x, y, and z values including z=1. Compare the resulting light direction and axis scales to the documented coordinate expectations. Done means the behavior is consistent and x=y produces the expected 45-degree relationship, with regression coverage for the reported cases.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- computer-graphics, data-visualization
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 28/100