I have an application with large 2D planes with textures, but I am experience some flickering problems.
It is possible to see the flickering problem here (planes are withouth textures): EXAMPLE CODE
Is this depth buffer (z-buffer) precision issues or something else?
Is the solution to scale down everything, not to allow large planes/objects? What is the best practice?
I know that z near and far also influence the precision, so setting z near to 1000 fixes the flickering in this example.
The code:
/*
* Scale = 1, no flickering. Scale = 1000, flickering.
*/
var scale = 1000;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1000, 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(0, 0, 1 * scale);
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();
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