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WebGLRenderer: Added map support to RectAreaLight. #32496
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Very nice!
// scene.add( carModel );
const geometry = new THREE.PlaneGeometry( 10, 10, 10 );
const mesh = new THREE.Mesh( geometry, bodyMaterial );
bodyMaterial.color.setHex( 0xffffff );
mesh.position.y = 5;
scene.add( mesh );
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Ops! Looks like I committed Well, in case anyone tried to see the example... this is how it's supposed to look like: Screen.Recording.2025-12-07.at.20.37.33.mov |
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Instead of updating For further development, it's important to have a static SSGI scene with no dynamic elements so it's easier to compare and validate changes in |
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Wasn't planning on committing that ssgi physics test. I could create a new example but I'm not happy with it yet. |
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Related issue: #9234
Description
mapproperty toRectAreaLightfor texturing the light surfaceRectAreaLightHelperto display the light's textureThere are still a couple of bugs that I need to address.
Screen.Recording.2025-12-06.at.20.26.46_.mov
For testing:
https://raw.githack.com/mrdoob/three.js/rectarealight-map/examples/webgl_lights_rectarealight_map.html