问题描述
如何在 WebGLRenderer 中动态打开和关闭抗锯齿和阴影?
How can I dynamically turn on and off antialiasing and shadows in WebGLRenderer?
简单地改变抗锯齿和shadowMapEnable的属性是行不通的.查了一下源码,发现了一个方法updateShadowMap()但是在release 69中被去掉了.
Simply changing the properties of anti-aliasing and shadowMapEnable does not work. I looked in the source and found a method updateShadowMap () but it was removed in release 69.
更新:好的,我在这里找到的问题的后半部分的答案https://github.com/mrdoob/three.js/issues/2466
UPDATE: OK, the answer to the second half of the question I found herehttps://github.com/mrdoob/three.js/issues/2466
因此,以下代码可以正常工作:
As a result the following code works fine:
renderer.shadowMapEnabled = false;
for(var i in tiles.children)
tiles.children[i].material.needsUpdate=true;
renderer.clearTarget( sun.shadowMap );
推荐答案
您不能在创建后从 WebGL 上下文启用/禁用抗锯齿.唯一的方法是创建一个新的上下文并再次提交所有缓冲区和纹理.
You can't enable/diable antialiasing from a WebGL context after creation. The only way is to create a new context and submit all the buffers and textures again.
因此,理想情况下,您只需要使用 antialias 布尔值创建一个新的 WebGLRenderer
.这还没有想到,但我正在努力让它尽快工作.
So, ideally you would only need to create a new WebGLRenderer
with the antialias boolean. This doesn't work yet thought, but I'm working to have it working ASAP.
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