diff --git a/examples/webgpu_compute_water.html b/examples/webgpu_compute_water.html index b90e92edc0dcb0..6a5b4a8ebf7935 100644 --- a/examples/webgpu_compute_water.html +++ b/examples/webgpu_compute_water.html @@ -277,8 +277,8 @@ borderGeom.rotateY( Math.PI * 0.25 ); poolBorder = new THREE.Mesh( borderGeom, new THREE.MeshStandardMaterial( { color: 0x908877, roughness: 0.2 } ) ); scene.add( poolBorder ); - borderGeom.receiveShadow = true; - borderGeom.castShadow = true; + poolBorder.receiveShadow = true; + poolBorder.castShadow = true; // THREE.Mesh just for mouse raycasting const geometryRay = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 ); diff --git a/src/math/Quaternion.js b/src/math/Quaternion.js index 04766a421eb9f1..49cca909a8582c 100644 --- a/src/math/Quaternion.js +++ b/src/math/Quaternion.js @@ -482,7 +482,7 @@ class Quaternion { let r = vFrom.dot( vTo ) + 1; - if ( r < Number.EPSILON ) { + if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286 // vFrom and vTo point in opposite directions