useFrame is your frameloop, it fires 120 times per second. if you run const controls = new OrbitControls(camera, gl.domElement) in there it will create 120 OrbitControls per second.
to create OC in the render function is also wrong, you would re-create it every time the component renders. if you need persistent values in react you use useState or useMemo. ideally you want to create it every time the camera changes:
Greetings. For Drei, when the window changes, the scene in telegram apps disappears, just as it happened with OrbitControls before, but in the new version of OrbitControls everything works fine) I can’t figure out what’s stopping it)
Greetings. This method works, but does not work controls.enableDamping = true; As soon as the finger leaves the screen, everything stops, without continuing the movement.
Is the rest of canvas updating? Could be some fancy attempt at optimisation that when the user doesn’t interact with the app, it stops the canvas from updating. Try changing background color of the scene continuously when user doesn’t interact with the controls.
And so I think that you can directly add OrbitControls, and somehow add controls.update() to the render, as is usual, but not quite) It seems to me that the solution is simple)
it takes care of all the pesky boilerplate. if you do that yourself you will end up with the same exact code.
Greetings. For Drei, when the window changes, the scene in telegram apps disappears
i don’t know what you mean, but this isn’t drei. nothing will disappear when you use OC, or when the window size changes, this is for certain a bug in your code.
if you really wanted to do this yourself, what will make this even harder is that three/examples/jsm/controls/OrbitControls has a longstanding bug. it creates side effects (registers events) in the constructor which is bad because constructors don’t have cleanup, that class cannot be dynamically instanciated without leaving traces behind.
But this is how everything works very nicely. Thank you!
The scene remains in place, I think this is due to the specifics of telefram, I’ll have to think about it later)