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Set logarithmicDepthBuffer: true bring some error #30981
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@MrYang614 Here I have a small codePen that nicely illustrates the logarithmicDepthBuffer. https://codepen.io/Spiri0/pen/vYqpRga?editors=0010 The reason why this doesn't work in the example is because the depthNode is not served. Import this in the example:
and for the rain implement this:
In the example it is MeshBasicNodeMaterials, so you have to take care of everything yourself with them. @Mugen87 I suspect the reason there's no error in the console is that everything is functionally correct. It's just using a linear depth if the depth node isn't being served. |
I just wonder if the engine should update the "default" depth node automatically depending on whether linear or logarithmic depth is used. The average user won't properly figure out to assign |
Please not with the MeshBasicNodeMaterial. I'm glad that threejs gives me all the options with the MeshBasicNodeMaterial. And in my case, pretty much everything is a special case where well-intentioned build-ins often would cause problems. |
The basic term only refers to the fact that it's unlit and thus implements a basic shader.
I'm not sure I understand but do you say |
Ah, you mean that as soon as I pass my own shader to the depthNode, the internal assignment, whatever it may be, is overwritten? Well then I don't have any pain with it. P.S. Yes, I admit I had always perceived the MeshBasicNodeMaterial as a material that stands out from the others through minimalism |
The same applies to the ripple material
|
I have set this too , depth problem between collisionBox and rain |
Description
see example
Reproduction steps
Set logarithmicDepthBuffer: true
Code
line 265
Live example
example
Screenshots
Version
r175
Device
No response
Browser
No response
OS
No response
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