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I first noticed this grey-edge thing when using a white materials on custom meshes. I was blaming the geometries but then I tried to render a white image in the most straight-forward way I know without any special meshes and I got the grey edges. I also tried rendering a full opacity image (no antialias or anything else) and that one also got the grey edges. Is this known issue?
Below the white PNG image I used for testing.
Here a screenshot of the codepen with the snowflake being rendered on a white background.
(Please note how the grey edges make the snowflake visible)
Ok, let me rephrase and sorry in advance if I seem stubborn.
I have a perfectly white image.
Using the last ThreeJS release (95) and the 87 version for the example only (no additional libraries or anything).
I render this image using only ThreeJS in the path:
Image->Texture->Material->Render
The render has white background.
So there is no reason for other than white pixels to appear.
But they do.
I'm claiming here that this is a bug, are you already aware of it?
Alternatively, you can premultiply alpha on upload to the GPU, but that requires that you specify a custom blending function. Assuming you still want normal alpha blending, you would do this:
White image is getting grey edges when rendered
I first noticed this grey-edge thing when using a white materials on custom meshes. I was blaming the geometries but then I tried to render a white image in the most straight-forward way I know without any special meshes and I got the grey edges. I also tried rendering a full opacity image (no antialias or anything else) and that one also got the grey edges. Is this known issue?
Below the white PNG image I used for testing.
Here a screenshot of the codepen with the snowflake being rendered on a white background.
(Please note how the grey edges make the snowflake visible)
Three.js version
Browser
OS
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