Reputation: 409
I am trying to find a way to specify some antialiasing settings in three.js/WebGL to try and improve the results.
The thing is that with the exact same code, if I load a model on a Retina Display, the antialiasing works quite fine (even if I move it to my non-retina external monitor afterwards), but it's all pixelated if I load it first on a non-retina screen.
Here is a screenshot (both on Chrome, both displayed on a retina display). Left was loaded on a non-retina, right on a retina: https://i.sstatic.net/EJ0mS.png
What I get from this is that three.js somehow uses the pixel density when initializing the antialiasing. Is there anyway to tweak this so that I can force it to something better?
Thanks a lot in advance for your help :)
Side note: For the record, it seems that the antialiasing works much better on Firefox as well, anyone knows why?
Upvotes: 2
Views: 3842
Reputation: 409
Just in case someone is looking to do the same kind of tweaking I was trying, I'll answer my own question.
Based on WaclawJasper's comment, I found some documentation in Three.js related to my issue. From http://threejs.org/docs/#Reference/Renderers/WebGLRenderer:
.setPixelRatio ( value )
Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output canvas.
I was using renderer.setPixelRatio( window.devicePixelRatio );
in my initialization, which was the reason why the rendering was depending on where the page was first loaded.
Related to the antialiasing, I now artificially raise the pixel density using renderer.setPixelRatio(2);
on non-retina screens. This results in a much more effective antialiasing, at the cost of increased computation.
Upvotes: 4