1
我有一个透明球体和一个射灯,就是这样。我的球体显示视觉故障,如条纹。three.js透明球体故障
看到:http://jsfiddle.net/blwoodley/tvcogqkg/3/
(注网格是没有必要表现的bug我只是把它放在那里表明透明度的工作,否则罚款。)。
关于如何摆脱这些毛刺的任何想法?它们似乎取决于相机和聚光灯的相对位置。
使用three.js,r71。
下面是从小提琴的代码,因为SO似乎想它:
var SCREEN_WIDTH = window.innerWidth - 100;
var SCREEN_HEIGHT = window.innerHeight - 100;
var camera, scene, _planeMesh;
var canvasRenderer, webglRenderer;
var container, mesh, geometry, plane;
container = document.createElement('div');
document.body.appendChild(container);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(30, window.innerWidth/window.innerHeight, 1, 100000);
camera.position.set(380, 80, 100);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(180, 160, 0);
var grid = new THREE.GridHelper(400, 40);
grid.position.y = -20;
scene.add(grid);
scene.add(spotLight);
camera.lookAt(scene.position);
var material = new THREE.MeshPhongMaterial({
color: 0xaaaa00,
emissive: 0xaa0000,
specular: 0xaa00aa,
shininess: 10,
side: THREE.DoubleSide,
shading: THREE.SmoothShading,
opacity: .8, transparent: true });
var size = 16.0;
var sphereGeo = new THREE.SphereGeometry(size, 32, 16);
var mesh = new THREE.Mesh(sphereGeo, material);
scene.add(mesh);
var mesh = new THREE.Mesh(sphereGeo, material);
mesh.position.y = 40;
scene.add(mesh);
var mesh = new THREE.Mesh(sphereGeo, material);
mesh.position.x = 60;
scene.add(mesh);
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
container.appendChild(webglRenderer.domElement);
animate();
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
webglRenderer.render(scene, camera);
}
查看http://stackoverflow.com/questions/13221328/artifacts-when-rendering-both-sides-of-a-transparent-object-with-three-js/13236863#13236863 – WestLangley