我有透明的球体和聚光灯,这就是它。我的球体显示视觉故障,如条纹。
请参阅:http://jsfiddle.net/blwoodley/tvcogqkg/3/
(注意网格没有必要显示错误。我只是把它放在那里以表明透明度正常工作)。
有关如何摆脱这些故障的任何想法?它们似乎取决于相机和聚光灯的相对位置。
使用three.js,r71。
这是来自小提琴的代码,因为SO似乎想要它:
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);
}
答案 0 :(得分:1)
删除属性side: THREE.DoubleSide
。既然你正在绘制球体,你就不需要它了。