I'm using sprites for an animated menu in my game.
I tried two methods:
Image Renderer: Replacing the image per frame with the sprite slice in the animation window
Sprite Renderer: Same method
I'm playing the sprite animation with no loop then rotating the transform on the z-axis.
The problem is that with the image the Screen Space overlay works well but the rotation of the transform causes the sprite to look glitchy and rough. With the sprite renderer however the Screen Space must be put to Camera and the sprites get placed between other assets in the world.
Example: http://postimg.org/image/436q9jvax/
Is there a way to either fix the roughness on the rotation using image or force the Camera Screen Space on top? My only concern with the 2nd option would be in relation to responsiveness for multiple devices.
The easiest fix was to apply "sorting layers" to the canvas with the sprite renderers on to keep it on top.
I did however incorporate #beuzel's idea about separate cameras in the end and opted for 2D sprites with physics instead of a 3D rendered animation on canvas.
http://postimg.org/image/6qmtiirb9/
Thanks for making the good sample. A fix for the menu intersecting the world is using a seperate camera for the GUI layer. The rough animation might be a pixel perfect setting in the sprite rendering (just guessing).
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I need a way to render a sprite always over top of a 3DObject, but it also must disappear behind it when the camera is rotated.
I first tried disabling the depth-buffer write but this will always render the Sprite in front.
Is there a way to hide it when its behind, but prevent clipping with the Object?
Edit 1:
The Problem is not exactly about z-fighting because the depthbuffer values of the sprite and the object are not equal.
The Sprite is a Billboard, so it will always face the camera, but it clips with the object, when rotating the camera.
Thank you for your help
I'm working with an orthographic view in three.js/WebGL renderer, and I want a magnifying glass that tracks with the user mouse. I'm looking for the best way of doing this that's efficient.
When working with html5 canvas raw commands, this was easy: I simply defined a circular clip region, zoomed my coordinates, and re-drew the whole scene. With 3d objects, it's less obvious how do to it.
The method I've found so far is to do the following:
Define a second camera that looks into the zoomed region. Set the orthographic clip coordinates to be small so that it doesn't need to do much work
Create a THREE.WebGLRenderTarget
Tell the renderer and all my line textures that the resolution is about to change
Render the scene into the RenderTarget
Add a CircleGeometry as a MeshObject at the spot at the mouse position (in world coordinate but above the rest of the scene, close to the camera). Call this the lens.
Give the lens the WebGLRenderTarget as a texture.
Go back to my default camera, reset all my resolution parameters, and redraw the scene with the 'lens' object added.
This works (see image below) but I'm worried about parts of it:
I have to render twice per frame
Lines don't draw well, because the resolution problems. I have to keep track of all materials that need to know screen resolution and update all of them twice per screen render.
Related problems:
I want to overlay some plot axes on top of this, and possibly gridlines. These would change as the view pans. I'm not sure if I should make these 3d objects, or do it in a 2d canvas context I lay overtop.
I want to overlay some plot lines, and have them show up sensibly in the zoomed view. "Sensible" here is hard to figure out: I don't want them too fat in the zoomed view, but I also don't want to scale them up as much as the image detail (which is being rendered as a texture onto Plane objects behind).
This is a long post, but I'm still new to three.js and looking for good ideas.
I have managed to animate a series of sprites by dragging a group of sprites into the Hierarchy. However, when I enabled the Canvas, the Canvas was blocking all the sprites. What should I do to display the animation on the Canvas? I have tried adjusting the layers and camera modes, but to no avail.
I'm not sure if I understood your question correctly, but I understand that you want your sprites to be displayed on top of the UI. You can use 2 cameras and adjust their depths so that one of them displays the layer of the animation (make this one the top camera) and the other one displays the UI layer.
Use Culling Masks in Camera
How to use Multiple Cameras
Basically what I want to achieve is a sprite highlight animation effect as displayed below.
The idea is that the white-translucent gradient sprite moves on top of the other sprite (left-to-right), using a blend mode like Overlay (Photoshop). The difficult part is that the top gradient sprite should only be drawn on the visible pixels of the sprite underneath. The other part of the gradient overlay should be discarded to not affect the background or other sprites underneath (like on the image to the far right).
Is it possible to achieve that effect with a clever combination of OpenGL blend modes and how, or would I have to create a custom shader to combine these sprites?
Background: I'm using libgdx with OpenGL ES 2.0 and the app runs on Desktop, Android and iOS.
There arÄ™ many ways to do it. The simplest one:
You should render button and hilight in a single pass. In fragment shader, after sampling button texture and hilight texture calc the output color as for blending (could be mix(c1,c2,c2.a)) and alpha as button texture alpha only. Of course enable blending in usual way: (srcalpha,1-srcalpha)
I am trying to make a 3d car race in iphone using OPENGL ES 1.x.
I do not know how to draw the background sky in my scene. I tried using only planes for background but where should i placed that plane? I mean if i placed that plane outside the whole track then the frustum is not so big to show that planes in the scene.
Any suggestions will be of great help.
You can make a small skysphere or box, as suggested by Davido and turbovonce's link, which is centered around the viwer and fits into the frustum. You draw this first, without writing into the depth buffer. Then you draw the other stuff and as the skybox has not written to depth buffer it is just overwritten, except the parts where no scene objects are rendered, which are exactly the parts of the image where the sky should be visible.
You want a sky dome. Take a look at this website, it contains tons of references that should help you.
http://www.vterrain.org/Atmosphere/
Create a sphere in a 3d modeling app such as Maya or Blender and map a sky texture to the sphere. Export the model then load the model and its texture into the app, place in the scene. You should now have a background sky rendering in your game.