I have to set the stencil buffer independently 2 different ways for rendering some objects, but the object setting the stencil is the same for both methods. In my case, I have a volume that stencils out the current view with IncrementOp
and DecrementOp
but two different clipping plane positions, so each need to be done to properly stencil out their respective object.
Is it preferable to make 2 THREE.Mesh
objects referencing the same geometry and set the .renderOrder
so that render() can render it all in one shot. Or is it more normal to call render()
multiple times on the WebGLRenderer
and “configure” it all in code instead of by trying to sort everything with .renderOrder
properly.