I use SphereBufferGeometry but the planets dont get well defined on the edge.
As you can see the planets (spheres) dont get well defined on the edges and get worst when I zoom in.
try to load the background with these stars : https://i.ibb.co/D7B8ChD/eso-dark.jpg you will see the spheres rounded are not well defined.
I dont know how to fix it. pls
Do you set the default anialiasing to true
?
This way: var renderer = new THREE.WebGLRenderer( { antialias: true } );
@alexandre_pisani
No, you didn’t.
I see this in your code:
renderer = new THREE.WebGLRenderer({
antialias: false, // try to set it to `true`, the result will be much smoother
logarithmicDepthBuffer: false,
alpha: true,
});
RESOLVED yep. you are right. I was trying changing a lot of settings and may be forgot this one. thanks a lot for helping me @prisoner849
@alexandre_pisani
You’re welcome Glad, that it helped.
Hi !
I’m trying to make a “low poly” round edged box version.
i’m trying to reduce the number of triangles resulting of the extrusion of a shape using shape.quadraticCurveTo().
Dreaming of a fifth parameter in shape.quadraticCurveTo(cpx, cpy, x, y, numberOfsegments).
Any help appreciated, including math google keywords.
hofk
April 22, 2022, 7:36am
28
Possibly you can use that?
From the Collection of examples from discourse.threejs.org :
RoundEdgedBoxFlat
const w = 16; // width
const h = 9; // height
const t = 0.2; // thick
const r = 2; // radius corner
const s = 36; // smoothness
const geometry = RoundEdgedBoxFlat( w, h, t, r, s );
(see also RoundedRectangle )
Or Addon to create special / extended geometries - #3 by hofk
Solved, it was in the doc, but not Shape side.
i.e curveSegments in extrude config settings. Sorry for noise.
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