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CanvasRenderer vs WebGLRenderer #1155

mmmovania opened this Issue · 1 comment

3 participants


I have written a basic cloth simulator in Three.js. It runs fine on CanvasRenderer and I can see my mesh deforming nicely. However, as soon as I replace the CanvasRenderer with WebGLRenderer, the mesh becomes static. Shouldn't the code work same for WebGL renderer or am i missing anything here? Note that I am not using buffer objects nor shaders do I have to use them if I am using WebGLRenderer?


Yes, WebGLRenderer is different, you need to set dynamic and dirty flags:

(buffers and shaders are used all the time even without you doing anything explicitly, that's how WebGL works)

@mrdoob mrdoob closed this
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