Anyone can explain me how to have smooth render with objloader using three.js ?
I try to found , but nothing matches.
Thank's
Related
I´ve got a strange situation.
I´ve created this Animation with Blender:
https://lootziffers-welt.de/Animation.zip
now if i try to render it i only get the background plane rendered.
as if the images where not there -.-
May somebody tell me what im doing wrong here?
I've made a text animation using nurbspath. now I want it to export as gltf to three.js
when I'm exporting as gltf there is no animation to play. also when I'm converting it into mesh it is losing the animation please help me on this.
screen shot of image
Thanks in advance!
I have a particleSystem which contains hundreds of thousands of particles and I can render it with webglrenderer in Three.js, But it seems that mobile devices don't support webgl and I may use css3drender.
I've tried to change webglrender to css3drender and it turns out that the css3drender can't render my particleSystem, I've searched on goole and can't get any examples using css3drender to render particlesystem ,either.
What I want to know is whether I can use css3drender to render my particleSystem, thanks.
I'm viewing a scene using threejs and the trackball camera. I try to get the view matrix from the camera, but its matrixworldinverse isn't updating. I do call updateMatrixWorld in my render function. The matrixworld is updating, just not the inverse. Any ideas why?
You need to do it yourself:
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
Make sure camera.matrixWorld is updated first. Note that by default, it is automatically updated by the renderer.
three.js r.58
In Three.js r47, I used CanvasRenderer to draw some objects with image texture. Then I upgrade Three.js to r49 and all these objects dont show up anymore. The change log of r49 reads that "Removed Lamber Texture support in CanvasRenderer". So I think this is the reason.
My question is does Three.js support an alternative to draw texture objects by CanvasRenderer?
Thanks.
Try using MeshBasicMaterial instead?