THREE.MeshLine | Mesh replacement for THREE.Line | Graphics library
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kandi X-RAY | THREE.MeshLine Summary
Mesh replacement for THREE.Line
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THREE.MeshLine Key Features
THREE.MeshLine Examples and Code Snippets
Community Discussions
Trending Discussions on THREE.MeshLine
QUESTION
When looking for a way to create a three.js
line with a changed width I came across this article which suggests to use a THREE.MeshLine
class from here. However, when trying to follow the documentation on how to use it in my script I got an error:
ANSWER
Answered 2020-Sep-07 at 12:38The Meshline repository you linked is not maintained any more and does not work with current three.js releases. Here is the maintained fork that I currently use: https://github.com/ryanking1809/threejs-meshline
It should work if you replace the link in your question with:
QUESTION
My three.js scene is completely distorted until I move the mouse somewhere on the site. You can see the nature of the distortion on the image below:
When I move the mouse, the scene suddenly pops and everything is fine. It doesn't seem to matter where exactly the cursor is within the site, it doesn't have to be over the canvas where my scene is rendered. This is how the scene looks after moving the mouse:
The following three.js related dependencies are used:
- "three": "^0.108.0"
- "three-orbitcontrols": "^2.102.2"
- "three.meshline": "^1.2.0"
I tried updating three to the latest version (0.116.1), but that didn't solve the issue either. I managed to replicate this issue on Firefox and Edge, but not on Chrome.
Some extra context: we use OffscreenCanvas for better performance, the mouse positions are sent from the main thread to the web worker on mousemove event, we use that information to slightly move the camera and the background (with offsets). I temporarily removed to mousemove handler logic from the web worker code and the issue still popped up, so it's probably unrelated. We use tween.js to make the camera animations smooth.
Relevant code snippets:
Scene setup:
...ANSWER
Answered 2020-May-07 at 20:30I don't see where you're initiating target
and mouse
anywhere. My best guess is that target.x, target.y
or mouse.x, mouse.y
are undefined or 0, and it's probably causing a division by 0, or a calculation that returns NaN
, which is giving you that infinitely stretched texture. You should be able to fix this if you initiate those vectors:
QUESTION
I'm trying to replicate the effect shown in this Three.js example but instead of showing the wireframe and an opaque box, I'd like to show just the edges without any faces (like what is shown when using the THREE.EdgesGeometry.) I know that setting the linewidth
property doesn't work and that using shaders is necessary but I'm not really sure where to begin. For reference, these are the shaders being used in the above Three.js example:
Vertex Shader:
...ANSWER
Answered 2018-Feb-14 at 17:00You want to modify this three.js example so the mesh is rendered as a thick wireframe.
The solution is to modify the shader and discard fragments in the center portion of each face -- that is, discard fragments not close to an edge.
You can do that like so:
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