I have meshes on a grid pattern but when I move the group it is not smooth it looks jaggery, I am clueless why this is happening?
It is sensitive to touch. I touchswipe
left (Android) and there is (1) overflow on the page, as well as (2) the canvas. You see a vertical gradient sweep, despite that the effect does not call for continuous time animation(?).
Disable smooth scroll to diminish subpixels? Use postprocessing with a 45-degree skew buffer to tone map?
Special thanks to CNC Taiwan.
That is not what I mean, the meshes are not positioned correctly if they are not at a perfect integer and this causes a wired glitch when dragging the grid…
Gotch cha !
Your grid is continuously moving and when you add the mouse movement to it that’s probably what is causing jagged look.
Whether this movement is animation or shading you should be able to freeze it while mouse down
and move
are active at the same time.
This is just my opinion.
Things I would check:
First… make doubly sure your renderer is properly scaled to the size of its container. This can cause jitter and dropout. (Though I don’t thing that is the case here…)
What you have looks like an off by 1 or off by .5 adjustment that is needed for the scaling of the boxes.
That was my point… some unavoidable unit range. My Pixel has adaptive refresh, in which you see “trailers/ghosting” of contrasty boxes irregardless (on scroll). And my laptop has more hiccups if I drag mousecontrols in circles as opposed to a straight line. This specific grid seems very snappy, as if a smaller sample size would benefit the user. Some input libraries exist to dampen control ranges outside of THREE.
Call it clamp or floor the gradient is absurdly elastic.
I think that all these responses should provide a clue to @Tibi of how to try and implement some workaround.
Ok guys I could not do that grid but I found a different way Shader Carousel