i want to render a texture on the background and the 3dscene in the foreground. i used the effectcomposer to do this.
how ever my first pass (the background) seems to be "overwritten" with the 2nd pass (the scene) the result only the scene gets drawn with a black background. it looks like the background of the second pass isnt drawn transparent or the transparancy is lost.
http://jsfiddle.net/mdwzx1f8/8/
var renderTex = new THREE.TexturePass(myTex);
var renderScene = new THREE.RenderPass(scene, camera);
composer.addPass(renderTex);
composer.addPass(renderScene);
var effectCopy = new THREE.ShaderPass(THREE.CopyShader);
effectCopy.renderToScreen = true;
composer.addPass(effectCopy);
i hope someone can take a quick look at it and point me in the right direction
thanks in advance
Updates:
07/07/2015
I tried clearing the zbuffer with renderer.clear(false, true, false);
Found a post on masking which i looked at but it wasnt added to
threejs as far as i can tell
https://github.com/mrdoob/three.js/issues/2448
08/07/2015
Found another interesting page https://github.com/mrdoob/three.js/issues/5979 not sure if this is related yet
Updated the fiddle if you comment line 53 you will see the 1st pass which should be visible if the scene background is drawn transparent
Bobafett in the threejs irc channel helped me out and he found my issue, it turns out that i called:
renderer.autoClear = false;
instead onrenderer.autoClearColor = false;
Here is the modified and working fiddle:
http://jsfiddle.net/mdwzx1f8/9/
I would like to thank all who have helped me in the search for the solution
Related
i need a (nameplate) sprite without sizeAttenuation in Three.js and it should looks like this example:
//load image with 256x128px 32bit png
var spriteMap = new THREE.TextureLoader().load("tex/plates/mytest.png");
var spriteMat = new THREE.SpriteMaterial({map:spriteMap, transparent:true, sizeAttenuation:false});
var sprite = new THREE.Sprite(spriteMat);
...
spriteMat.map.minFilter = THREE.NearestFilter;
The result is not blurry, but its not correctly and hav some artefacts what i dont want:
Here is my second try with (THREE.LinearFilter), also not what i want cos its too blurry:
Renderer size: 1200x800px (not full window)
So, i dont know if its a problem with the filter, position or scaling. The first example seems like a bitmap text, but i really dont know how i can solve this problem. I also dont need a 2d sprite in screenspace. I need the nameplate in 3d worldspace behind other objects. I have really no idea how i can solve this, pls anyone can help me with this problem?
I am trying to make use of Raycaster in a ThreeJS scene to create a sort of VR interaction.
Everything works fine in normal mode, but not when I enable stereo effect.
I am using the following snippet of code.
// "camera" is a ThreeJS camera, "objectContainer" contains objects (Object3D) that I want to interact with
var raycaster = new THREE.Raycaster(),
origin = new THREE.Vector2();
origin.x = 0; origin.y = 0;
raycaster.setFromCamera(origin, camera);
var intersects = raycaster.intersectObjects(objectContainer.children, true);
if (intersects.length > 0 && intersects[0].object.visible === true) {
// trigger some function myFunc()
}
So basically when I try the above snippet of code in normal mode, myFunc gets triggered whenever I am looking at any of the concerned 3d objects.
However as soon as I switch to stereo mode, it stops working; i.e., myFunc never gets triggered.
I tried updating the value of origin.x to -0.5. I did that because in VR mode, the screen gets split into two halves. However that didn't work either.
What should I do to make the raycaster intersect the 3D objects in VR mode (when stereo effect is turned on)?
Could you please provide a jsfiddle with the code?
Basically, if you are using stereo in your app, it means you are using 2 cameras, therefore you need to check your intersects on both cameras views, this could become an expensive process.
var cameras =
{ 'camera1': new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000),
'camera2': new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000)
};
for (var cam in cameras) {
raycaster.setFromCamera(origin, cameras[cam]);
//continue your logic
}
You could use a vector object that simulates the camera intersection to avoid checking twice, but this depends on what you are trying to achieve.
I encountered a similar problem, I eventually found the reason. Actually in StereoEffect THREE.js displays the meshes on the two eyes, but in reality is actually adds only one mesh to the scene, exactly in the middle of the line left-eye-mesh <-> right-eye-mesh, hidden to the viewer.
So when you use the raycaster, you need to use it on the real mesh on the middle, not the illusion displayed on each eye !
I detailled here how to do it
Three.js StereoEffect displays meshes across 2 eyes
Hopes it solves your problem !
You can use my StereoEffect.js file in your project for resolving problem. See example of using. See my Raycaster stereo pull request also.
If I set the renderTarget mapping for my cube camera to THREE.CubeRefractionMapping, it renders upside down.
_myCubeCamera.renderTarget.mapping = THREE.CubeRefractionMapping;
It seems related to the issue discussed in this post where the default orientation of the CubeCamera's component cameras are upside down. I tried tinkering around with these orientations in the THREE.js source code but only made things worse.
So, is there a correct way to use CubeRefractionMapping with CubeCamera? or a workaround?
r73
I found a workaround: When assigning the envMap to the material, use THREE.BackSide.
var sphereMaterial = new THREE.MeshBasicMaterial(
{
envMap: myCubeCamera.renderTarget,
side: THREE.BackSide,
refractionRatio: .09
} );
A complete example is here.
Not sure why this works, but it does, and that's what the original poster (me!) wanted.
I have a Box Mesh where I subtract another Box with Three.CSG to create a wall with a window.
After doing so, there are tiny holes in the Mesh alongside the cut. They are not visible alle the time, but show up when moving around.
How to close these holes?
This is part of the code how I am creating the Mesh:
var wallBsp = new ThreeBSP( myWallMesh );
var subMesh = new THREE.Mesh( mygeo );
var subBsp = new ThreeBSP( subMesh );
var subtract_bsp = wall_bsp.subtract( subBsp );
var result = subtract_bsp.toMesh();
result.material.shading = THREE.FlatShading;
result.geometry.computeVertexNormals();
Update
I have created a jsfiddle, but it is difficult to reproduce the error, I couldnt make it visible there: http://jsfiddle.net/L0rdzbej/23/
However, you can see the full application here.
Like #gaitat suggested, geometry.mergeVertices() does not look like it changes anything for me. Chandler Prall hinted at the source where precisionPoints, which is a variable inside the mergeVertices function, could solve this. Depending on the scale of the scene its value should be lower or negative, but I had no success so far.
For some time, I've been trying to figure out how to do an object selection outline in my game. (So the player can see the object over everything else, on mouse-over)
This is how the result should look:
The solution I would like to use goes like this:
Layer 1: Draw model in regular shading.
Layer 2: Draw a copy in red color, scaled along normals using vertex shader.
Mask: Draw a black/white flat color of the model to use it as a stencil mask for the second layer, to hide insides and show layer 1.
And here comes the problem. I can't really find any good learning materials about masks. Can I subtract the insides from the outline shape? What am I doing wrong?
I can't figure out how to stack my render passes to make the mask work. :(
Here's a jsfiddle demo
renderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, renderTargetParameters)
composer = new THREE.EffectComposer(renderer, renderTarget)
// composer = new THREE.EffectComposer(renderer)
normal = new THREE.RenderPass(scene, camera)
outline = new THREE.RenderPass(outScene, camera)
mask = new THREE.MaskPass(maskScene, camera)
// mask.inverse = true
clearMask = new THREE.ClearMaskPass
copyPass = new THREE.ShaderPass(THREE.CopyShader)
copyPass.renderToScreen = true
composer.addPass(normal)
composer.addPass(outline)
composer.addPass(mask)
composer.addPass(clearMask)
composer.addPass(copyPass)
Also I have no idea whether to use render target or renderer for the source of the composer. :( Should I have the first pass in the composer at all? Why do I need the copy pass? So many questions, I know. But there are just not enough resources to learn from, I've been googling for days.
Thanks for any advice!
Here's a js fiddle with working solution. You're welcome. :)
http://jsfiddle.net/Eskel/g593q/6/
Update with only two render passes (credit to WestLangley):
http://jsfiddle.net/Eskel/g593q/9/
The pieces missing were these:
composer.renderTarget1.stencilBuffer = true
composer.renderTarget2.stencilBuffer = true
outline.clear = false
Now I think I've found a bit simpler solution, from the THREEx library. It pre-scales the mesh so you dont need a realtime shader for it.
http://jeromeetienne.github.io/threex.geometricglow/examples/geometricglowmesh.html