Three.js PointsMaterial AdditiveBlending artifact
问题描述:
为什么Points AdditiveBlending只适用于从右边看,而不是左边? 设置depthTest:false将解决问题,但会触发另一个点覆盖其他网格的问题。Three.js PointsMaterial AdditiveBlending artifact
<html>
<head>
<title>My first three.js app</title>
<style>
html
,body
{height: 100%;}
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="/lib/threejs/three.js-master/build/three.js"></script>
<script src="/lib/threejs/three.js-master/examples/js/controls/OrbitControls.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var buffer_geometry=new THREE.BufferGeometry();
var vertices=new Float32Array([
-1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
])
buffer_geometry.addAttribute('position',new THREE.BufferAttribute(vertices,3));
var controls=new THREE.OrbitControls(camera, renderer.domElement);
var material = new THREE.PointsMaterial({
color:0x330000,
transparent:true,
// depthTest:false,
blending:THREE.AdditiveBlending,
size:.3,
})
var mesh = new THREE.Points(buffer_geometry, material);
scene.add(mesh);
camera.position.z = 5;
var animate = function() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
};
animate();
</script>
</body>
</html>
答
使用Three.Points
,点将按照它们出现在缓冲区中的顺序进行渲染。如果启用了深度测试,您可能会看到不同的结果,具体取决于相机的位置和视图方向。
由于您正在使用叠加混合,所以解决方法可以是最后呈现点并禁用深度写入。
var material = new THREE.PointsMaterial({
depthWrite: false,
blending: THREE.AdditiveBlending
})
mesh.renderOrder = 999;
three.js所r.86