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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 ...


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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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