由three.js创建的立方体是干扰的,旋转相机时,这些立方体的一部分会变得透明, [英] cubes created by three.js are interfere ,parts of those cubes become transparency when rotating the camera,
问题描述
我用three.js CanvasRender 创建了一些立方体.我遇到了一个问题,旋转相机时那些立方体的一部分会变得透明,请看图片(http://imgur.com/fAY6B).当我将 CanvasRender 更改为 WebGLRender 时,问题无法重现.我必须使用 CanvasRender.
I create some cubes with three.js CanvasRender. I met an issue, parts of those cubes become transparency when rotating the camera,please see the image(http://imgur.com/fAY6B). When I change the CanvasRender to WebGLRender, the issue can't be reproduced. I have to use CanvasRender.
任何人有任何想法吗?任何帮助将不胜感激.
Any ideas anyone? Any help will be much appreciated.
for (....){
var material = new THREE.MeshPhongMaterial({ color: color.getHex(), shading: THREE.FlatShading, overdraw: true});
var geometry = new THREE.CubeGeometry(width, height, depth, 1, 1, 1);
var cube = new THREE.Mesh(geometry, material);
cube.position = position;
scene.add(cube);
}
我尝试将 heightSegments 值设置为更高,它看起来不错,但仍然没有达到我想要的效果.jsfiddle 链接在这里.http://jsfiddle.net/qcy1121/xn7ad/
I try to set the heightSegments value to higher, it does look well, but still not work as well as I want. The jsfiddle link is here. http://jsfiddle.net/qcy1121/xn7ad/
推荐答案
您所看到的是 CanvasRenderer
由于处理深度排序的方式而存在的局限性.
What you are seeing is a limitation of CanvasRenderer
due to the way it handles depth-sorting.
虽然 WebGLRenderer
在像素级别排序,CanvasRenderer
在多边形级别排序.
While WebGLRenderer
sorts at the pixel level, CanvasRenderer
sorts at the polygon level.
您能做的最好的事情就是像这样增加立方体的细分:
The best you can do is to increase the tessellation of your cubes like so:
var geometry = new THREE.CubeGeometry(width, height, depth, 1, 10, 1);
更新小提琴:http://jsfiddle.net/xn7ad/1/
性能会受到影响.
three.js r.53
three.js r.53
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