<h5 dir="auto">Description of the problem</h5>
<p dir="auto"><a class="user-mention notranslate" data-hovercard-type="user" data-hovercard-url="/users/donmccurdy/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/donmccurdy">@donmccurdy</a><br>
glTF 2.0 allows each texture referenced from a material (the textureInfo structure) to include a <code class="notranslate">texCoord</code> value. By default, this is 0 to use the first UV channel. It looks like three.js doesn't support anything other than 0 here. The value is just ignored so any models using the second UV channel don't render correctly.</p>
<p dir="auto">Is this intensional?</p>
<h5 dir="auto">Three.js version</h5>
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<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> Dev</li>
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox"> r91</li>
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<h5 dir="auto">Browser</h5>
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<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> All of them</li>
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox"> Chrome</li>
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<h5 dir="auto">OS</h5>
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<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox" checked=""> All of them</li>
<li class="task-list-item"><input type="checkbox" id="" disabled="" class="task-list-item-checkbox"> Windows</li>
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<p dir="auto">Hello,</p>
<p dir="auto">I'm running into a display bug at large output sizes with the WebGLRenderer. Fiddle <a href="http://jsfiddle.net/jhickner/862de4nj/" rel="nofollow">here</a>.</p>
<p dir="auto">When setting the canvas size (with <code class="notranslate">renderer.setSize</code>) to a width or height above 4096, the output begins to distort and the camera appears to go off center. It happens with both Orthographic and Perspective cameras. You can get a feel for what's happening by just changing the width in the fiddle. Above 4096 the effect begins and becomes more and more pronounced as you go up from there.</p>
<p dir="auto">It looks like everything renders correctly when using <code class="notranslate">CanvasRenderer</code>, so I think it's a problem in the WebGLRenderer.</p>
<p dir="auto">Thanks!</p>