Open MikeJohnsonDev opened 7 years ago
I've sort of fixed it. The loop should be:
for (let i = 0; i < position.length; i += 3)
However, now I have another issue (see image).
It's difficult to tell with just an image. Is it possible that those are z-fighting results?
Please check out https://github.com/MikeJohnson1337/three-meshline-edgesgeometry, where I have created a simple example of 2 cubes and created their THREE.EdgesGeometry, then rendered them, one using THREE.LineSegments, and the other using MeshLine.
With
let secondCubeWireframeMesh = new THREE.Mesh(secondCubeWireframe.geometry, new MeshLineMaterial({
color: new THREE.Color(0x00000000),
near: camera.near,
far: camera.far,
lineWidth: 4.,
sizeAttenuation: false,
resolution: new THREE.Vector2(width, height)
}));
looks a bit better, but this is not really a case THREE.MeshLine is designed for. I need to consider it.
Also, renderer.setPixelRatio( window.devicePixelRatio) improves the quality in high DPI screens.
Meshline isn't intended to overcome the ANGLE issue on LineWidth? That is indeed the reason I'm looking into Meshline too. I need to be able to render the geometry edges with a nice, clean line of a consistent width. (~20-40px)
https://threejs.org/examples/#webgl_materials_wireframe For wireframe meshes, the technique used in this example is fantastic. Really clever solution, only like 4 lines of shader code, no extra geometry, etc etc.
@jeremyabel
no extra geometry
extra vertex attribute does not count as extra geometry?
Hi,
I'm having issues drawing EdgesGeometry with MeshLine, see first image. Second image uses LineSegments.
I'm using the following to get the positions:
Thanks, Mike