My Three.js perspective camera behaves differently in various browsers, with minor orientation discrepancies. I am attempting to rectify this issue by adjusting the camera rotation in Firefox to match that of Chrome. Nevertheless, when rotating the camera 90 degrees within the render loop, the x-axis rotation becomes inaccurate.
camera.rotation.y = camera.rotation.y - (90 * Math.PI / 180);
The rotation seems to revolve around the y-axis without any update, causing a misalignment of the x-axis. Consequently, what typically adjusts pitch (x) ends up controlling roll (z). Is modifying the euler order the best solution for correcting this? It appears to be a suboptimal workaround.