闪烁的飞机

eoa*_*nes 13 webgl three.js

我有一个带有纹理的大型2D平面的应用程序,但我遇到了一些闪烁的问题.

这里可以看到闪烁的问题(飞机没有纹理):示例代码

这个深度缓冲区(z缓冲区)是精度问题还是别的?

解决方案是缩小一切,而不是允许大型飞机/物体?什么是最佳做法?

我知道z近处和远处也会影响精度,因此将z设置为接近1000会修复此示例中的闪烁.

代码:

/*
 * 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();
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mrd*_*oob 38

你所看到的是GPU精度不高,因为你使用的范围太大了.通过将near摄像机的平面设置为100(而不是1),闪烁消失了.

http://jsfiddle.net/GYQ5v/74/