New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
LineBasicMaterial.linewidth is ignored when using WebGLRenderer #269
Comments
If I remember correctly it didn't work on Windows (because of ANGLE) but it worked on linux and macos. The look of thick lines in OpenGL isn't pretty though. |
Yes, I experienced the issue in Chrome on Windows. Will try it on Linux later. What do you mean by "not pretty"? The joints? antialiasing? |
Yes, it's ANGLE issue, please star these if you want to bump up priority: http://code.google.com/p/angleproject/issues/detail?id=119 http://www.khronos.org/message_boards/viewtopic.php?f=43&t=3416 "Not pretty" mainly because of joints. You can try it also on Windows if you switch to OpenGL renderer: in Chrome it's command line flag |
Thanks alteredq, that's very useful! |
Hi alteredq, I use Chrome 16.0.912.77 m and when I started it with --use-gl=desktop param, it disable WebGL. Could you tell me why and how to switch to OpenGL with that Chrome version And another problem is that on FireFox when switching to OpenGL, it's very slow when rendering WebGL compare to ANGEL mode. Is there any way to overcome this? Thanks. |
Probably your system doesn't have OpenGL driver or it's bad / buggy / obsolete so browsers blacklist it. You can try to update your graphic card driver to see if this helps. |
I installed the latest driver version (6.14.10.5390) of my on board graphic card (Intel G41 Express Chipset) already but it still doesn't work with Chrome and works very slowly on FireFox. Where can I find the blacklist of Chrome to enable it? And will a standalone graphic card help it better? Thanks. |
Yup, standalone GPU would be better, yours is among the worst GPUs you could have, there isn't much you could do with it (newer integrated Intel HD 3000 is better, but still discrete Nvidia / AMD GPUs are much more preferable). |
Any resolution yet? |
It's a limitation of WebGL/Windows. We can't do much about it. |
Note that `linewidth` is not followed during rendering on Windows (see [here][1]). A workaround is to use native WebGL rendering instead of [ANGLE][2] (see [here][3]). [1]: mrdoob/three.js#269 [2]: https://github.com/google/angle [3]: https://github.com/mrdoob/three.js/wiki/How-to-use-OpenGL-or-ANGLE-rendering-on-Windows
It seems that the "linewidth" property of LineBasicMaterial only works with CanvasRenderer and not with WebGLRenderer. When I use CanvasRenderer and set the linewidth e.g. to 10 thick lines are rendered, but when I switch to WebGLRenderer the linewidth is ignored and the lines are rendered with the width of just one pixel.
Is it supposed to be this way? If yes, how could I draw a thick line so that it works with WebGLRenderer?
Thanks in advance.
The text was updated successfully, but these errors were encountered: