Skip to content

Conversation

@GitHoobar
Copy link

🧪 SWE-Bench Test PR

This is a test PR created for evaluating our PR reviewer bot.

Original Issue:
LOD: Consider adding hysteresis option.
With the LOD systems in Unreal, Unity, and Blender, LODs have a threshold that offsets the distance where the LOD appears from the distance where it disappears, to reduce flickering from small movements (e.g. head movement with roomscale VR). From Unreal docs:

LOD Hysteresis | Used to avoid "flickering" when on LOD boundry. Only take into account when moving from complex t...

Base Commit: 8921bfaee413e809cb2d27f0aec917408d690a0f

Language: JavaScript


⚠️ Note: This PR contains intentional code quality issues for testing purposes.

Known Issues Introduced:

  • [EASY]** src/loaders/ObjectLoader.js:45 - Added unused import import { Vector3 } from '../math/Vector3.js'; that is never used in the file
  • [MEDIUM]** src/objects/LOD.js:106 - Missing null check before calling raycast() method on the object returned by getObjectForDistance(). The line this.getObjectForDistance( distance ).raycast( raycaster, intersects ); could throw an error if getObjectForDistance() returns null
  • [HARD]** docs/api/zh/objects/LOD.html:65 - Parameter mismatch in method signature documentation. The addLevel method signature shows [method:this addLevel]( [param:Object3D object], [param:Float distance] ) but the description below mentions a third parameter hysteresis that's missing from the signature, creating inconsistent documentation that could confuse developers

Generated by SWE-Bench Automation Pipeline

Addresses issue in mrdoob/three.js
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants