three.js - EdgesHelper loses its mesh when scene is rotated -


i've drawn mesh edgeshelper. when rotate scene using mouse, edges seems react twice fast mesh. result edges don't "fit" around mesh anymore when scene rotated.

what doing wrong ?

<html>   <body onmousemove="bmousemove(event);">     <script src="three.min.js"></script>     <script>       var prevx = 0, prevy = 0;       var scene = new three.scene();       var camera = new three.perspectivecamera(75,window.innerwidth/window.innerheight, 1,10000);       var renderer = new three.webglrenderer();        renderer.setsize(window.innerwidth, window.innerheight);       document.body.appendchild(renderer.domelement);        geometry = new three.boxgeometry( 10, 20, 40, 1, 1, 1 );       material = new three.meshbasicmaterial( { color: 0xff0000 } );       object = new three.mesh( geometry, material );        edges = new three.edgeshelper( object, 0xffffff );        camera.position.z = 100;        scene.add( object );       scene.add( edges );       render();        function render()       {         requestanimationframe(render);         renderer.render(scene, camera);       }        function bmousemove(e)       {         if (prevx == 0)          {           prevx = e.clientx;           prevy = e.clienty;         }          scene.rotation.y += (e.clientx - prevx) / 100;         scene.rotation.x += (e.clienty - prevy) / 100;          prevx = e.clientx;         prevy = e.clienty;       }     </script>   </body> </html> 

i'm using version r71 under windows 7

yes, consequence of how edgeshelper(and of other helpers) have been implemented.

if want use edgeshelper, have adhere 2 rules:

  1. edgeshelper must added scene, directly.

  2. the scene can't have transform applied (for example, rotated).

consequently, have rotate mesh, instead.

three.js r.71


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