In Blender, my Orthographic camera is set up like so:
Somewhere in the export/load process, that view becomes this:
(Ignore the difference in material, I’m worried about the camera view)
I can manually change camera.top and camera.bottom in three.js
to get the view approximately corrected, but this isn’t ideal. How can I fix this the right way?
I’ve attached my blender file and the exported .glb file.
warped.zip (166.7 KB)