Three.js alpha撕裂

时间:2013-07-23 12:43:35

标签: three.js alpha

我目前正在使用ThreeJs(Canvas模式)和我有一个alpha问题。

我试图让一个实心球体围绕Y逆时针旋转,一个略大的半透明球体围绕它顺时针旋转。当它们静止不动时,我移动相机一切似乎都很好但是一旦我添加旋转,半透明球体就会“撕裂”或用较小的实心球体剪辑。

我已经浏览了StackOverflow以获得解决方案,并确保所有内容都有y> 0,renderer.sortObjects为false,transparents设置为true并且使用depthWrite / depthTest进行游戏,我似乎无法更改结果。

如果我使内球体积小得多,似乎可以解决问题,但对于手头的任务,我需要让2个球体的大小接近相同。

我还有一个关于近距离和远距离平面剪辑的游戏,因为我认为这可能与z深度分辨率有关,但没有区别。

这是问题的解答,任何帮助都会非常感激。

enter code here
var container;
var camera;
var scene;
var renderer;
var objects = [];

init();
animate();

function init() {

    container = document.createElement('div');
    document.body.appendChild(container);

    var info = document.createElement('div');
    info.style.position = 'absolute';
    info.style.top = '10px';
    info.style.width = '100%';
    info.style.textAlign = 'center';
    container.appendChild(info);

    var width = window.innerWidth
    var height = window.innerHeight

    camera = new THREE.PerspectiveCamera(70, width / height , 1, 1000);
    camera.position.set(0, 10, 400);

    scene = new THREE.Scene();

    // ---------------------------------------------------------------
    // object 1
    var geometryOne = new THREE.SphereGeometry(190, 10, 10);
    var materialOne = new THREE.MeshBasicMaterial({
        color: 0x0000ff,
        opacity: 1.0,
        transparent: true
    });

    var objectOne = new THREE.Mesh(geometryOne, materialOne);

    objectOne.position.x = 0.0;
    objectOne.position.y = 10.0;
    objectOne.position.z = 0.0;

    objectOne.scale.x = 1.0;
    objectOne.scale.y = 1.0;
    objectOne.scale.z = 1.0;

    objectOne.rotation.x = 0.0;
    objectOne.rotation.y = 0.0;
    objectOne.rotation.z = 0.0;

    scene.add(objectOne);
    objects.push(objectOne);

    // ---------------------------------------------------------------
    // object 2
    var geometryTwo = new THREE.SphereGeometry(200, 10, 10);
    var materialTwo = new THREE.MeshBasicMaterial({
        color: 0xffff00,
        opacity: 0.5,
        transparent: true,
        depthWrite: false,
        depthTest: false
    });

    var objectTwo = new THREE.Mesh(geometryTwo, materialTwo);

    objectTwo.position.x = 0.0;
    objectTwo.position.y = 10.0;
    objectTwo.position.z = 10.0;

    objectTwo.scale.x = 1.0;
    objectTwo.scale.y = 1.0;
    objectTwo.scale.z = 1.0;

    objectTwo.rotation.x = 0.0;
    objectTwo.rotation.y = 0.0;
    objectTwo.rotation.z = 0.0;

    scene.add(objectTwo);
    objects.push(objectTwo);

    //------------------------------------------------------------------
    //renderer
    renderer = new THREE.CanvasRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.sortObjects = false;

    container.appendChild(renderer.domElement);

    //------------------------------------------------------------------
    //event listener(s)
    window.addEventListener('resize', onWindowResize, false);
}

function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();

    renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
    requestAnimationFrame(animate);
    render();
}

function render() {
    objects[0].rotation.y += 0.001;
    objects[1].rotation.y -= 0.001;
    renderer.render(scene, camera);
}

http://jsfiddle.net/tonka_thompson/qwjWG/2/

1 个答案:

答案 0 :(得分:1)

使用CanvasRenderer,您可以通过增加几何体的曲面细分(面数)来减少瑕疵:

var geometryOne = new THREE.SphereGeometry( 200, 24, 16 );

更新了小提琴:http://jsfiddle.net/qwjWG/3/

three.js r.59