Well I have a scene and I add some fog to it and the result is the fog is filling my entire screen with that color, like having a plain black background.
Chrome version: 39.0.2171.93 Mobile device: nexus 5 Android: lolipop
Here is my code:
Demo.prototype.initializeScene = function( settings ) {
var defaults = {
fogColor: 0x000000,
fogIntensity: 0.0005,
near:50000,
far:120000
};
this.options.scene = $.extend(true, defaults, settings);
this.scene = new THREE.Scene();
this.scene.fog = new THREE.FogExp2( this.options.scene.fogColor, this.options.scene.fogIntensity );
}
The code works fine on desktop and other mobile devices. If I remove the fog everything seems to work great.
Furthermore everything takes place inside a dome (json) mesh created with blender and then loaded, here is the code in case it's a material issue.
Demo.prototype.initializeEnvironment = function() {
var that = this;
loadMesh("geometry/dome.json", function(geometry, materials) {
var materials = [
new THREE.MeshLambertMaterial({ color: 0x3333ff, shading: THREE.FlatShading, overdraw: false}),
new THREE.MeshLambertMaterial({ color: 0x2e2eff, wireframe: true})
];
that.dome = new THREE.SceneUtils.createMultiMaterialObject(geometry, materials);
that.dome.position.set(0,0,0);
that.dome.scale.set(500,500,500);
that.scene.add(that.dome);
});
}
Finally the renderer code:
Demo.prototype.initializeRenderer = function( settings ) {
var defaults = {
init :{
antialias: true,
alpha: true,
autoClear: false
},
clearColor: 0x000000,
clearColorIntensity: 1
};
this.options.renderer = $.extend(true, defaults, settings);
this.renderer = new THREE.WebGLRenderer( this.options.renderer.init );
this.renderer.setClearColor( this.options.renderer.clearColor, this.options.renderer.clearColorIntensity );
this.renderer.setSize( this.options.generic.container.clientWidth, this.options.generic.container.clientHeight );
this.options.generic.container.appendChild( this.renderer.domElement );
}
I am using Three.js r73 and hit the same issue on my Nexus 4 with Android 5. Fog seems to work again after disabling antialiasing.
You can achieve the same anti-aliasing effect by setting the renderer's pixelRatio. Here's what I do:
renderer.setPixelRatio((window.devicePixelRatio || 1) * 2);
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