javascript - Three js objects intersects at same place - how to tell which one to show -


lets have 2 or more object intersects @ same place, how can 1 set 1 show? otherwise flickering time.

http://jsfiddle.net/gyq5v/187/

var scale = 1;  var scene = new three.scene();  var camera = new three.perspectivecamera(45, window.innerwidth / window.innerheight, 100, 1000000); camera.position.x = 0; camera.position.y = 0; camera.position.z = 100 * scale; var renderer = new three.webglrenderer({     antialias: false }); renderer.setsize(window.innerwidth, window.innerheight); document.body.appendchild(renderer.domelement);  var light = new three.ambientlight(0xffffff); scene.add(light);  var material = new three.meshbasicmaterial({     transparent: false,     side: three.doubleside,     fog: false,     color: 0xffff00,     opacity: 1.0 });  var cubegeometry = new three.planegeometry(50 * scale, 50 * scale, 1, 1); var cubemesh = new three.mesh(cubegeometry, material); cubemesh.position.set(50, 0, 0); scene.add(cubemesh);  var cubegeometry = new three.planegeometry(50 * scale, 50 * scale, 1, 1); var cubemesh = new three.mesh(cubegeometry, material); cubemesh.position.set(-50, 0, 0); scene.add(cubemesh);  var cubegeometry = new three.planegeometry(50 * scale, 50 * scale, 1, 1); var cubemesh = new three.mesh(cubegeometry, material); cubemesh.position.set(0, -50, 0); scene.add(cubemesh);  var cubegeometry = new three.planegeometry(50 * scale, 50 * scale, 1, 1); var cubemesh = new three.mesh(cubegeometry, material); cubemesh.position.set(0, 50, 0); scene.add(cubemesh);  var material = new three.meshbasicmaterial({     transparent: false,     side: three.doubleside,     fog: false,     color: 0xff0000,     opacity: 1.0 });  var cubegeometry = new three.planegeometry(100 * scale, 100 * scale, 1, 1); var cubemesh = new three.mesh(cubegeometry, material); scene.add(cubemesh);  function render() {     var time = date.now() * 0.5;     camera.position.x = math.sin(time / 1000) * 150 * scale;     camera.position.y = 0;     camera.position.z = math.cos(time / 1000) * 150 * scale;     camera.lookat(scene.position);     renderer.render(scene, camera);       requestanimationframe(render); } render(); 

tried add renderer.sortobjects = false; - nothing changed

the effect seeing called z-fighting: take @ https://en.wikipedia.org/wiki/z-fighting.

better z-buffer precision can achieved changing camera near , far plane values 0.1 , 1000 respectively. 1000000 toooooo big.

similar questions: how correctly render coincident polygons in opengl (es) , three.js - overlapping layers flickering.


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