我正在尝试将抗锯齿应用到我的场景中。这是我使用的代码:
var canvas;
var engine;
window.addEventListener('DOMContentLoaded', function(){
canvas = document.getElementById("renderCanvas");
engine = new BABYLON.Engine(canvas, true);
var createScene = function () {
var scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color3(0, 1, 0);
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
camera.attachControl(canvas, false);
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 1.88;
var box = BABYLON.SceneLoader.ImportMesh("box", "", "box.babylon", scene, function (newMeshes, particleSystems) {
newMeshes.position = new BABYLON.Vector3(0,0,0);
});
var postProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, null, engine, true);
return scene;
};
var scene = createScene();
engine.runRenderLoop(function () {
scene.render();
});
});
物体仍然是锯齿状的。知道如何让它更顺畅吗?
完整代码:
float getArea(int choice, int final, int initial, int rectangle)
{
double i = initial;
float area;
while(i < final)
{
area += final;
}
if (choice == 1)
{
//left sum
}
else if (choice == 2)
{
//mid point sum
}
else
{
//right sum
}
return (area);
}
答案 0 :(得分:0)
我们在3.0中重写了FXAA。你试过新版本了吗?可在此处获取:https://github.com/BabylonJS/Babylon.js/tree/master/dist/preview%20release