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I'm using PerspectiveCamera and a model including some Points using a PointsMaterial. I'm using a customised version of OrbitControls.js to allow the viewing of a large and complex model. One of the changes is that zoom function changes the FOV of the camera instead of moving it closer. The camera moves to show a specfic part of the models. I've noticed that the PointsMaterial attenuation changes sizes when the camera moves closer to the model but not when the FOV is changed.
I assume the size algorithm uses distance to the camera but not FOV? I've never posted to this repo before so excuse me if I miss something. I tried to test with IE but cannot get it to load the page at the moment. Equally, not sure exactly which version of Three it is but within the last year.
Code that creates the PointsMaterial:
var texFlame = new THREE.TextureLoader().load("textures/flame.png");
mtlFlame = new THREE.PointsMaterial ({size: 2, sizeAttenuation: true, color: 0xffffff, transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, map: texFlame});
The code that changes FOV is similarly unexciting:
Don't know if this is hardware specific but it seems unlikely. I'm using GeForce GTX950 in Windows 10.
The text was updated successfully, but these errors were encountered:
orangebowlerhat
changed the title
Point Material Size Attenuation doesn't seem to consider FOV
PointsMaterial size attenuation doesn't seem to consider FOV
Sep 7, 2017
orangebowlerhat
changed the title
PointsMaterial size attenuation doesn't seem to consider FOV
PointsMaterial size attenuation doesn't appear to consider FOV
Sep 7, 2017
@WestLangley. So I need to change the size property of the PointsMaterial when I change the FOV?
I did find that post before asking but I don't quite follow why it works that way. I understand that size is in pixels but attenuation already makes it not relate to devices pixels and that process surely must relate to perspective which must relate to FOV in some sense?
However, that's just explaining my own lack of understanding. I'm perfectly happy with the solution you give. Thanks.
I'm using PerspectiveCamera and a model including some Points using a PointsMaterial. I'm using a customised version of OrbitControls.js to allow the viewing of a large and complex model. One of the changes is that zoom function changes the FOV of the camera instead of moving it closer. The camera moves to show a specfic part of the models. I've noticed that the PointsMaterial attenuation changes sizes when the camera moves closer to the model but not when the FOV is changed.
I assume the size algorithm uses distance to the camera but not FOV? I've never posted to this repo before so excuse me if I miss something. I tried to test with IE but cannot get it to load the page at the moment. Equally, not sure exactly which version of Three it is but within the last year.
Code that creates the PointsMaterial:
The code that changes FOV is similarly unexciting:
Three.js version
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)
Don't know if this is hardware specific but it seems unlikely. I'm using GeForce GTX950 in Windows 10.
The text was updated successfully, but these errors were encountered: