我有一個具有紋理的大型2D飛機的應用程序,但我遇到了一些閃爍的問題。閃爍的飛機
有可能看到這裏的閃爍問題(平面是withouth的紋理):EXAMPLE CODE
這是深度緩存(Z緩存)的精度問題,還是別的什麼?
解決方案是縮小一切,不允許大型飛機/物體?最佳做法是什麼?
我知道z近和遠也會影響精度,所以在本例中將z設置爲接近1000固定閃爍。
代碼:
/*
* Scale = 1, no flickering. Scale = 1000, flickering.
*/
var scale = 1000;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1000, 1000000);
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 100 * scale;
var renderer = new THREE.WebGLRenderer({
antialias: false
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var light = new THREE.AmbientLight(0xFFFFFF);
scene.add(light);
var material = new THREE.MeshBasicMaterial({
transparent: false,
side: THREE.DoubleSide,
fog: false,
color: 0xFFFF00,
opacity: 1.0
});
var cubeGeometry = new THREE.PlaneGeometry(50 * scale, 50 * scale, 1, 1);
var cubeMesh = new THREE.Mesh(cubeGeometry, material);
cubeMesh.position.set(0, 0, 1 * scale);
scene.add(cubeMesh);
var material = new THREE.MeshBasicMaterial({
transparent: false,
side: THREE.DoubleSide,
fog: false,
color: 0xFF0000,
opacity: 1.0
});
var cubeGeometry = new THREE.PlaneGeometry(100 * scale, 100 * scale, 1, 1);
var cubeMesh = new THREE.Mesh(cubeGeometry, material);
scene.add(cubeMesh);
function render() {
var time = Date.now() * 0.5;
camera.position.x = Math.sin(time/1000) * 150 * scale;
camera.position.y = 0;
camera.position.z = Math.cos(time/1000) * 150 * scale;
camera.lookAt(scene.position);
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
謝謝,有很大的幫助:) – eoaksnes
我希望我能給予好評這個5倍。謝謝! – ezekielDFM
感謝這個偉大的詭計! – markov00