Skip to content

HTTPS clone URL

Subversion checkout URL

You can clone with
or
.
Download ZIP

Loading…

CanvasRenderer vs WebGLRenderer #1155

Closed
mmmovania opened this Issue · 1 comment

3 participants

@mmmovania

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?

@alteredq

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

https://github.com/mrdoob/three.js/wiki/Updates

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

@mrdoob mrdoob closed this
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Something went wrong with that request. Please try again.