Is it posible in Three.js to have a mesh always rendered on top of the scene, even if it's position is behind all objects? I'm implementing a lasso selection with a mesh and I need to render the selecting box on top of the rest of the scene.
The way that Three. js structures its rendering means that the learning curve won't be too steep. It organizes all of the renders you'll do, whether 3D or 2D, under a “Scene” container.
Now you need to integrate three. js with Angular by importing the three. js to the component. In this way you can render the 3D object, which is component.
The course is beginner friendly You don't need to have done WebGL or Three.js before. This training is intended for absolute beginners and will explain the basics before tackling more advanced topics. You don't have to be good at mathematics.
Yes.
First do this:
renderer.autoClear = false;
Then create a second scene that contains just the objects you want to be on top. Then, in your render loop:
renderer.clear(); // clear buffers
renderer.render( scene, camera ); // render scene 1
renderer.clearDepth(); // clear depth buffer
renderer.render( scene2, camera ); // render scene 2
EDIT: Another solution is to have just one scene, but use this pattern:
mesh.renderOrder = 999;
mesh.onBeforeRender = function( renderer ) { renderer.clearDepth(); };
If the mesh has a single material, it will render "on top".
On top of setting object.renderOrder you have to set material.depthTest to false on the relevant objects.
var spriteMaterial = new THREE.SpriteMaterial( { map: texture1, depthTest: false} );
this.context1 = context1;
this.texture1 = texture1;
var sprite1 = new THREE.Sprite( spriteMaterial );
sprite1.scale.set(30,15,1);
sprite1.center.x=0;
sprite1.center.y=0;
sprite1.position.set( 0, 0, 0 );
this.scene.add( sprite1 );
If you want render only one mesh on front you can also manage by setting depthTest
for the material of that object to false
:
var onTopMaterial = new THREE.MeshStandardMaterial({
color: 'red',
depthTest: false
});
mesh.material = onTopMaterial;
Check a demonstation in this fiddle
Note: Make sure you have renderer.sortObjects
set to the default true
value.
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