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LineBasicMaterial.linewidth is ignored when using WebGLRenderer #269

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ilyabo opened this issue Jun 16, 2011 · 10 comments

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@ilyabo
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commented Jun 16, 2011

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.

@mrdoob

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commented Jun 16, 2011

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.

@ilyabo

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commented Jun 16, 2011

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?

@alteredq

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commented Jun 16, 2011

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://code.google.com/p/chromium/issues/detail?id=60124

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 --use-gl=desktop, in Firefox it's webgl.prefer-native-gl option in about:config.

@ilyabo

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commented Jun 16, 2011

Thanks alteredq, that's very useful!

@mrdoob mrdoob closed this Jun 18, 2011
@drsagitn

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commented Feb 24, 2012

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.

@alteredq

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commented Feb 24, 2012

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.

@drsagitn

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commented Feb 27, 2012

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.

@alteredq

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commented Feb 27, 2012

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).

@mjkaufer

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commented Nov 4, 2015

Any resolution yet?

@mrdoob

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commented Nov 4, 2015

It's a limitation of WebGL/Windows. We can't do much about it.

cfobel added a commit to wheeler-microfluidics/microdrop-client-webgl__deprecated that referenced this issue Jun 13, 2016
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
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