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A problem that can happen when spinning around is that the position suddenly jumps a lot in Chrome.
There may be a fix for this that they have not pushed into Chrome yet.
I am only listing this issue here because I noticed it in WebQuake in-case others have this problem and think WebQuake is to blame, it is not related to WebQuake.
Possible work around, lerp the delta by some constant not ideal.
Hi @efess , Wired steelseries.
Also I have a 4k screen if that matters any.
Still happening on Version 73.0.3683.103 (Official Build) (64-bit) with the same WebQuake code from back when I posted this just wanted to check if browser updates had fixed it but sadly has not.
Apparently this is a bug with how windows is "adjusting" the x/y values when provided to chromium. This behavior can be bypassed by using the chrome specific option unadjustedMovement when requesting pointer lock.
Details here: https://chromestatus.com/feature/5723553087356928
A problem that can happen when spinning around is that the position suddenly jumps a lot in Chrome.
There may be a fix for this that they have not pushed into Chrome yet.
I am only listing this issue here because I noticed it in WebQuake in-case others have this problem and think WebQuake is to blame, it is not related to WebQuake.
Possible work around, lerp the delta by some constant not ideal.
Related links:
http://www.html5gamedevs.com/topic/34516-pointer-lock-bug-on-chrome-with-windows-10/
https://bugs.chromium.org/p/chromium/issues/detail?id=781182
https://bugs.chromium.org/p/chromium/issues/detail?id=461373
https://bugs.chromium.org/p/chromium/issues/detail?id=411634
https://bugs.chromium.org/p/chromium/issues/detail?id=784122
Possible work around to lerp the delta values found here, going to try adding this as a work-around.
mrdoob/three.js#12757
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