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How to remove wireframe lines when using canvas renderer? #1044

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bsenftner opened this issue Jan 7, 2012 · 2 comments
Closed

How to remove wireframe lines when using canvas renderer? #1044

bsenftner opened this issue Jan 7, 2012 · 2 comments
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@bsenftner
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@bsenftner bsenftner commented Jan 7, 2012

I have an online store where I sell HDR 360 Panoramas, and I've got a Three.js based panorama viewer derived from one of the examples here at github/three.js

I've modified the logic to integrate with the Drupal CMS, which is minor, and also added support for use of the canvas renderer for those without webGL capabilities.

When the canvas renderer is triggered I am seeing each triangle correctly textured as I expect, but each triangle also has a black wireframe outline.

I tried setting wireframeLinewidth to 0, but that does not do it.

For my 360 degree panoramas, the camera is simply inside a sphere, and the sphere is inside out. Using webGL, this looks great, but with the canvas renderer I see all the triangles in the sphere mesh... any fix?

A direct link to one example: http://www.cg-general-store.com/HDR-360-Pano-Viewer/00385

There's over a thousand of them, if you want to see others: http://www.cg-general-store.com/hdr_coverflow_panel/85

BTW, thank you Mrdoob and community for creating Three.js!

-Blake

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@mrdoob mrdoob commented Jan 7, 2012

Take a look at this example:

http://mrdoob.github.com/three.js/examples/canvas_geometry_panorama.html

Notice the overdraw: true in this line:

var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );
@bsenftner

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@bsenftner bsenftner commented Jan 7, 2012

Thanks for your fast reply!

This seems to work in my code for most environments great. Thanks!

Noticing on VMs running Windows 7, it works sometimes. But that's okay. It's a virtual machine anyway...

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