Im using OrbitControls and when i zoom in or move camera on some angles some of the meshes disappear. This is my camera configuration right now :
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight,0.1, 3000 );
I tried to decrease the near plane but it doesnt work, i also add to the meshes materials that are disappearing THREE.DoubleSide and nothing seems to work. They are also animated via new way to animate fbx.
object.mixer = new THREE.AnimationMixer( object );
mixers.push( object.mixer );
var action = object.mixer.clipAction( object.animations[ 0 ] );
action.play();
Don’t know if that has anything relationship with the issue.
After applying this code in your onLoad() callback, everything works fine.
Yes. Bounding volumes like bounding spheres do not respect the vertex transformation performed on the GPU by vertex morphing or blending. Since your FBX asset contains skinned meshes, it’s best to disable view frustum culling in order to avoid your reported problem.