Raoul v. R.

Results 158 comments of Raoul v. R.

Sorry for the late reply! I'd like to add Sobel at some point, but I'm currently too busy with other issues.

This is currently not supported, but it can be done with hacks: https://codesandbox.io/s/long-darkness-szcisb?file=/src/App.js I'll look into options to add automatic support for `WebGLRenderer.setViewport` and `WebGLRenderer.setScissor`.

The `camera` field is protected because some passes/effects use materials that copy some of the camera settings like `near`, `far` and the camera type during initialization. Changing the field to...

Added `EffectComposer.setMainScene()` and `EffectComposer.setMainCamera()` in `[email protected]`.

Repro: https://codesandbox.io/s/affectionate-johnson-0lu79i?file=/src/App.js The problem is that the edge detection logic in FXAA and SMAA ignores the alpha channel. I'm not sure yet how this should be handled.. maybe multiplying the...

Unfortunately, I was unable to get FXAA/SMAA to work with a transparent canvas. Anti-aliasing works by blending pixels with neighboring pixels, but when the canvas is transparent, the AA won't...

Closing this as I don't think this can be solved. Feel free to reopen/comment if you or someone else knows a solution.

Hi, it's possible that the `NormalPass` doesn't see your clipping planes. Are you using [local clipping planes](https://threejs.org/docs/?q=materi#api/en/renderers/WebGLRenderer.localClippingEnabled)? If so, does AO look correct if you use [global clipping planes](https://threejs.org/docs/?q=materi#api/en/renderers/WebGLRenderer.clippingPlanes) instead?

Unfortunately, this seems to be yet another shortcoming of three's override material system. Patching it would require individual override material copies for every single object in the scene to maintain...