In three.js r57, objects that are not double-sided do not show up - three.js

I am upgrading my application from three.js -r51 to -r57 (I got started before -r58 was released). When I did, I noticed that any of my 3D collada models that did not have in them a line like this:
<extra><technique><double_sided>1</double_sided></technique></extra>
did not render.
It appears that the polygons are being culled. If I force _gl.disable( _gl.CULL_FACE ); my model shows up as expected. But why would it cull all of my faces all of the time? (even if I had the winding order backward, I should see the other side of the object, right?)

It turns out that my parameter to setFaceCulling wasn't right. I was passing false instead of a culling mode.
With the r51 implementation, false happened to disable all culling.
With the r57 implementation, it dumped me into the new default behavior ... which is to enable culling and set it to cull both front and back faces.
So, I was able to fix it ... but I'm not sure I would have made that the default behavior. ;o)

Related

Three.js within web worker: Simulating animation without rendering to canvas

I have a hypothetical question:
Is it possible to simulate an animation of objects without rendering it to the canvas. I just want to capture objects' position using Vector.project(camera) and present it using CSS. And THREE.DeviceOrientationControls controls how the camera "view" the simulation.
I tried commenting THREE.WebGLRenderer, but it seems that THREE.PerpectiveCamera cannot update it's MatrixWorld property. Hence, the camera seems to not move and the Vector.project(camera) gives a static value. I do this because I need to put my three.js codes within a web worker.
Do I need still need to use THREE.WebGLRenderer to have a working simulation?
UPDATE:
I checked the following:
I digged deeper into ((three.scene.getObjectByName("one")).matrixWorld.getPosition()).project(three.camera);, I inspect the following values, having the above requirement (inside web worker, no renderer), using this example:
matrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":5.4684929847717285,"13":2.1445069313049316,"14":-0.2000100016593933,"15":0}}
camera.projectionMatrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":0,"13":0,"14":-0.2000100016593933,"15":0}}
camera.matrixWorld: {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":1,"6":0,"7":0,"8":0,"9":0,"10":1,"11":0,"12":-1.7000000476837158,"13":-1,"14":0,"15":1}}
matrix.getInverse(camera.matrixWorld): {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":1,"6":0,"7":0,"8":0,"9":0,"10":1,"11":0,"12":1.7000000476837158,"13":1,"14":0,"15":1}}
matrix.multiplyMatrices(camera.projectionMatrix, matrix.getInverse(camera.matrixWorld)): {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":5.4684929847717285,"13":2.1445069313049316,"14":-0.2000100016593933,"15":0}}
But, when normal (no modification), I inspect the following:
matrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":5.4684929847717285,"13":2.1445069313049316,"14":-0.2000100016593933,"15":0}}
camera.projectionMatrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":0,"13":0,"14":-0.2000100016593933,"15":0}}
camera.matrixWorld: {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":-2.220446049250313e-16,"6":-1,"7":0,"8":0,"9":1,"10":-2.220446049250313e-16,"11":0,"12":-1.7000000476837158,"13":-1,"14":0,"15":1}}
matrix.getInverse(camera.matrixWorld): {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":-2.220446049250313e-16,"6":1,"7":0,"8":0,"9":-1,"10":-2.220446049250313e-16,"11":0,"12":1.7000000476837158,"13":-2.220446049250313e-16,"14":1,"15":1}}
matrix.multiplyMatrices(camera.projectionMatrix, matrix.getInverse(camera.matrixWorld)): {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":-4.761761943205948e-16,"6":-1.000100016593933,"7":-1,"8":0,"9":-2.1445069313049316,"10":2.2206681307011713e-16,"11":2.220446049250313e-16,"12":5.4684929847717285,"13":-4.761761943205948e-16,"14":-1.2001099586486816,"15":-1}}
I noticed that the camera.matrixWorld property has significant difference in both condition. I do not understand what makes the difference.
Apparently, the following lines from THREE.WebGLRenderer.render are still needed to update camera.matrixWorld property:
scene.updateMatrixWorld();
camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse(vs._3.camera.matrixWorld);

Stripey artifacts on mesh casting shadows on itself?

I am having some difficulties getting shadows both working on my meshes. I want the mesh to both receive and cast shadows, but when I turn receive on I get some strange shading issues as seen below;
The other side however is fine, looks like this;
Initially thought it was a normal issue but all the normals look fine and are as expected. I have recomputed and done a normalsNeedUpdate = true on the geometry just in case. Anyone have any ideas on how to fix, or even what the cause may be?
r71.

three.js cube: wires show over textures on Safari and Firefox, not Chrome

I'm just a 3D newbie, and this is my first experiment with Three.js:
http://www.miguelrivero.net/mainWeb/images/portafolio/exp/BowieNextDay/heroesCoverCube.html
Any idea why the side textures show these wires?
Thanks!
You are probably using the canvas renderer. Although you seem to try to use WebGL, it falls back to Canvas. Try to update for more recent version first.
CanvasRenderer has this wireframe behaviour. To work around it, you can set material.overdraw to true. In r59 this parameter was changed from boolean to number.
WebGLRenderer should not have this problem, if you manage to get this to work.

camera.lookAt not called when THREE controls are being used

I am working on a program, that uses THREE.RollControls, when the user goes too far away from the center of the screen, they tend to get lost, so I am working on creating a function that reorients them, facing the center of the scene.
What I had intened to do was simply call the following:
camera.lookAt(scene.position)
However, this has no affect. From what I was reading on different stack overflow questions specifically this:
ThreeJS camera.lookAt() has no effect, is there something I'm doing wrong?
It seems like their solution was to do the camera position change using the controls, rather then changing the camera itself.
I do not believe there is any 'Target' in the Roll Controls, so I don't know how I can reset where the camera is looking at based on a THREE.Vector3() Is there a simple way to do this, or will I basically have to:
So far I have 'attempted' to do the follow:
- Calculate the difference of position of the camera with the position of the scene.
- Normalize this vector
- Subtract it from the direction forward of the camera
- use this vector in controls.forward.add(thisVector)
but this doesn't do at all what I want (probably because I have no idea what I'm doing)
Thank you in advance for your time!
Isaac
The same thing bugged me too about the RollControls but I took a different approach in solving the problem. Since the controls are in the example code (in r55) you can modify the controls, as they are not part of the core library. You can see my modifications at http://www.virtuality.gr/AGG/EaZD-WebGL/js/three.js/examples/js/controls/RollControls.js
I introduced a local variable called mouseLook because I could not use the this.mouseLook. I initialized it to false and I only make it true when there is a button press i.e. when navigating in the scene. That solved my problem.

Three.js shadow map stripes in each light (now simplified, and with jsfiddle!)

I'm trying to create, modify and update (directional only for now) lights and shadowmaps dynamically. The light, shadow and shadow camera helper gets updated correctly as I move the light around or change shadow properties, except from the light's point of view, everything behind the origin (0,0,0) is shadowed for no apparent reason.
Screenshots:
http://i.imgur.com/n4AHvle.png
http://i.imgur.com/l0uaZHD.jpg
http://i.imgur.com/brKwCof.jpg
http://i.imgur.com/a6dqMGo.jpg (new, with spotlight)
You can see a scene with car and a piece of ground, they belong to a geometry imported with ColladaLoader. The problem is with shadowmapping, the car throws shadow correctly, but there are stripy shadows on the ground even though there is nothing else than the car obscuring light.
If I add more similar lights, they also have the same 4 stripes. They also appear with spotlight. If I change shadow map resolution, the stripes' size changes relative to each other, but there seems to be always four of them, spaced from center to both directions.
EDIT: JSFiddle here: http://jsfiddle.net/cL3hX/1/ There shouldn't be any shadows in the scene, unless some new geometry is introduced inside the shadow camera frustum.
Couple of notes on the fiddle:
I have r55, but the demo is r54 because jsfiddle apparently does not yet have r55.
I could only reproduce this with a Collada file. So it probably has something to do with the model. I created a simple cube in Sketchup 8, and tried to export it with various collada options.
In the JSFiddle I could only reproduce the bug with a file exported with "doublesided faces" -setting enabled. In my own application code, I do have the same bug on models created with or without that setting enabled, but in the fiddle, the bug seems to be triggered only when "doublesided faces" are exported. Anyway I do need to somehow show backsides of faces, because the tool I'm developing must work with Sketchup exports, and it's very hard to make models in Sketchup without having a mess of frontsides/backsides visible.
The very simple Collada file is included in the JSFiddle as javascript variable. Here's a download link for the same file: https://dl.dropbox.com/u/14489569/shadowmapdemo.dae
The problem is your Collada model.
Your "plane" is actually multiple coplanar faces back-to-back in a single geometry.
It's no wonder there are artifacts.
Replace it with a THREE.CubeGeometry.

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