The +X face camera of a THREE.CubeCamera at the origin, built the way
three builds it (WebGL coordinate system): fov −90 — a negative fov is
three's convention for a cube face, and it FLIPS the projection matrix —
up (0, −1, 0), looking down +X. The scene-captured environment renders the
data through six of these.
The +X face camera of a
THREE.CubeCameraat the origin, built the way three builds it (WebGL coordinate system): fov −90 — a negative fov is three's convention for a cube face, and it FLIPS the projection matrix — up (0, −1, 0), looking down +X. The scene-captured environment renders the data through six of these.