If someone could help me with this issue I would be forever grateful
I need to fix the position of the PointLight so that it remains in the same place, regardless of rotation or user input (i.e orbit controls)
I’ve been playing around a googling for ruddy ages! hit a dead end…
If I understood you correctly, then as an option, you can use an instance of
THREE.Group() as a holder for the point light and copy camera’s quaternion into its quaternion in the animation loop.
var pointLight = new THREE.PointLight(0xffffff, 10, 40);
pointLight.position.set(50, 50, 76);
var lightHolder = new THREE.Group();
lightHolder.quaternion.copy(camera.quaternion); // in the animation loop
Perfect… That’s exactly what I’m after. Many thanks
Another option that should work is to add the light to the camera and add the camera to the scene:
camera.add( light )
scene.add( camera )
That approach works fine without zooming in/out.
But with zooming it gives undesirable effect:
as the light source moves with the camera.