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Andrew Ray
@andrewray_twitter
I can't remember, is there a way to group <viewports> inside a scene?
Andrew Ray
@andrewray_twitter
gah i've seen this before but can't remember the resolution
Error: Could not find "store" in either the context or props of "Connect(TitleScreen)". Either wrap the root component in a <Provider>, or explicitly pass "store" as a prop to "Connect(TitleScreen)
except the root has provider
Nathan Bierema
@Methuselah96
toxicFork/react-three-renderer#140
You have to pass "store" as a prop. Wrapping it in the provider doesn't work.
Andrew Ray
@andrewray_twitter
@Methuselah96 nice, thanks
Andrew Ray
@andrewray_twitter
I broke up my react components and @connected each one instead of doing a top down @connect, so that I could update individual components and not all of them
specifically I was looking to avoid re-rendering the component that renders <React3> and top level stuff like <viewport>. however, after ripping everything apart and @connecting each, the performance gains are negligible
Andrew Ray
@andrewray_twitter
debugging fps is difficult - I get fluctuations and don't know what they're from
Andrew Ray
@andrewray_twitter
current game loop breakdown, while debugging, game state updating is 11ms (9 of which is physics step, 1 of which is a raycast), 6ms is updating the positions/rotations/etc of every object in my scene, 11ms is three.js rendering
Andrew Ray
@andrewray_twitter
current perf breakdown
three rendering is a slow boy
but also, the fact that it takes just as long to update the data in my scene tree (second green column) as it takes to actually produce that data (first purple column) is an issue
Andrew Ray
@andrewray_twitter
wow, what an irony. i recently discovered I have 400+ objects getting rendered by three, but my scene isn't that complex. it turns out the 444 objects are the pieces of my lightmapped mesh. i made a lightmapping mesh stitcher system so that I could bake a lightmap to a single mesh to improve performance. but apparently something about the way I do it is creating multiple meshes (one shader per wall or something), and all those pieces are increasing my render time 4-5x (while debugging, 11ms vs 2ms)
Firtina Ozbalikci
@toxicFork
Hey @andrewray_twitter ! Sorry just saw the messages above, the copying of props to refs sounds like it will remove a lot of overhead! I think it's a good way because it still allows you to get the main advantage of react (well, when you render to non-dom, and subjective) to set the scene up in the declarative way and do the updates whatever other way :)
The implementation may be tough... But could create a helper class to accept tagged refs and return them
Like <something ref={this, 'myThing')}>?
For the light mapped mesh, ow
Firtina Ozbalikci
@toxicFork
Yeah I guess light mapped stuff may need to all share one shader
Andrew Ray
@andrewray_twitter
happy to hear you're alive @toxicFork
Firtina Ozbalikci
@toxicFork
Haha sorry for the extended disappearance!
Andrew Ray
@andrewray_twitter
no worries, there's no pressure to respond to all things r3r 24/7. the library has already given me much joy up to this point
Firtina Ozbalikci
@toxicFork
I'm very happy to hear that! I still spend a few hours here and there for the 16+ upgrade and rewrite, when it comes it will solve a few more headaches I'm hoping
Andrew Ray
@andrewray_twitter
@toxicFork hmm, I would like to render a portal from inside a <react3>
however, when I insert a <Portal>, it fails because (!this.threeElementDescriptor) in the validation
I guess I can do this without portals, they would be nice though
Andrew Ray
@andrewray_twitter
I guess it makes sense since it's a custom renderer
Andrew Ray
@andrewray_twitter
oooh oh wait, it does work
Firtina Ozbalikci
@toxicFork
:O
Andrew Ray
@andrewray_twitter
I'm trolling through my flame graph for r3r render of one frame. there's a lot of nested _updateRenderedComponentcalls
do these get called even if shoudlComponentUpdate returns false?
PolGuixe
@PolGuixe
@toxicFork is the current version of R3R not usable with React 16?
Andrew Ray
@andrewray_twitter
test
Nathan Bierema
@Methuselah96
@toxicFork What is the status of the cloth-example branch on react-three-renderer-fiber? If I want to work on react-three-renderer-fiber should I do it off of master or cloth-example?
Andrew Ray
@andrewray_twitter
I load a Three.Scene from a loader, but not sure how to add it to my actual scene
Andrew Ray
@andrewray_twitter
cloning the scene before does it for now
RJ
@rudza
Hi folks! :)
We are starting a new project which will use three-js CSS3DRenderer.
Is react-three-renderer viable long-term option?
Jorge H Carretero
@2gud4u
Hello comunity !! Very new here, tried the example in the website in a react-electron app but cant seem to figure how to render anything, any clues? I just add a <canvas in my index.js ?
Jorge H Carretero
@2gud4u
Can anybody help me with this so i can begin with react-three-renderer ?
Jorge H Carretero
@2gud4u
Nevermind i got it now, it is simple, once you do it once in your life...
Jorge H Carretero
@2gud4u
Now the next question, how do i render react components or controls in a canvas?
Andrew Ray
@andrewray_twitter
test
Jorge H Carretero
@2gud4u
Now i can render almost anything, but no success with 3d fonts, can anybody can provide a small example?
textGeometry always throw errors to me
Andrew Ray
@andrewray_twitter
r u gonna use dat react-reconciler ?