mrdoob/three.js — Issue #1035: CanvasRenderer camera culling when using a rotated camera
Author: adamRenny
Created: 2012-01-06 15:38:05+00:00
State: open

While working on a scene utilizing the canvas renderer focusing on a moving camera, I discovered that the camera was culling out faces that were within the viewport defined by the camera's perspective projection. The faces culled were that of any object that was close to the camera (though not outside of the defined z clipping planes).

Unsurprisingly, running the same code on WebGL does not yield a similar result. One of the people on the team I am on has posted it online here: http://www.moot-point.com/demos/Three/cameraBug/index.html

You can see the error occur when you hit left and right on the keyboard which twists the camera to the left and right on the y-rotation axis.

This example utilizes the rotation vector, not the quaternion rotation. That said, I did try this on the quaternion rotation to confirm and it appears that it has the same effect from the quaternions.