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Just to follow up in case others stumble across this: While I did re-arrange the vertex order to ensure 90 degree perpendicular normals, I found that didn't make a material difference to adjacent object lighting. The answer is that three.js doesn't intrinsically calculate lighting across adjacent objects in the scene graph, and while the shadowmap feature ...


They are not. Webgl coordinates refers to the positions of pixels in a canvas element and CSS describes the position of any HTML element in a page. You have to do math to apply the correct transformation if you wish align them. The default coordinate space for webgl is -1 being on one side of canvas and +1 on the other side (assuming viewport is same as ...

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