> I think he means moving it to 0.00000002 or something similar. Zero's
> can cause problems sometimes. They really shouldn't matter here, but
> it's worth giving it a shot.

exactly

> Also: I would usually work with much larger units. Objects placed at
> 0,0,0 lights placed at 200,100,-500 or something.

ahh, maybe this is the problem.  i just assumed a normalised vector
for the light direction and used same values like lars

i fixed it with :

light = new DirectionalLight3D({color:0xFFFFFF, ambient:0.25,
diffuse:0.75, specular:0.9});
light.x = 0.00000000001;
light.z = 1;
light.y = 1;

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