For some reason, a further version of this emitter that I used to create a Ship Wake also solved a problem I was having with frustum culling - i.e. the smoke disappeared when the origin went off-screen. This is odd because the original three.js example has the frustum culling problem. See the example in this discussion.
Related topics
| Topic | Replies | Views | Activity | |
|---|---|---|---|---|
| Convert custom shader to MeshBasicNodeMaterial | 12 | 1223 | September 17, 2023 | |
| Transparency problem with SpriteNodeMaterial | 0 | 954 | July 27, 2017 | |
| How to hide part of material based on vertex position with the new webgpu node materials? | 1 | 196 | June 12, 2024 | |
| Textureloader blackbox | 3 | 728 | February 16, 2019 | |
| Is MeshLayerMaterial still in the plans? | 3 | 1368 | July 28, 2018 |