SphereGeometry: Make pole vertices more robust.#33652
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Mugen87
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May 26, 2026
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Related issue: #11449
Description
While revisiting #11449, I have noticed that even alternative ray casting approaches struggle with
SphereGeometrybecause of how the pole vertices are computed.Math.sin( Math.PI )produces no exact zero but something like1.2246467991473532e-16which means the vertices never lie exactly on the local y-axis. By snapping the south-pole vertices exactly to the y-axis, the broken ray/triangle intersection test from #11449 (see https://jsfiddle.net/zraqkg2f/3/) starts to work with our present algorithm.Even outside of ray casting, this simple fix makes the vertex data a bit more robust and exact.