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@mrdoob mrdoob commented Dec 13, 2025

Description

The distance parameter was redundant - it can be derived from the physically-based intensity and decay values. This simplifies the API and ensures consistency between visual range and actual light falloff.

@mrdoob mrdoob added this to the r183 milestone Dec 13, 2025
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github-actions bot commented Dec 13, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 355.12
84.44
355.12
84.44
+0 B
+0 B
WebGPU 616.54
171.12
616.54
171.12
+0 B
+0 B
WebGPU Nodes 615.14
170.85
615.14
170.85
+0 B
+0 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 487.3
119.32
487.3
119.32
+0 B
+0 B
WebGPU 687.29
186.66
687.72
186.75
+426 B
+90 B
WebGPU Nodes 637.13
173.88
637.56
173.97
+426 B
+88 B

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mrdoob commented Dec 13, 2025

Improved PointLightHelper while I was at it.

Screen.Recording.2025-12-13.at.17.16.29.mov

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mrdoob commented Dec 13, 2025

Seems like distance was yet another parameter that was affecting PBR accuracy.
The fall-off in RoomEnvironment was not correct and that "leaked" into all the examples that used it.

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2 participants