Reputation: 153
I am trying to create a "tree" from crossed planes, each has texture from png with transparency. And it looks like a part of meshes always lack transparency.
Here is an example: https://jsfiddle.net/tncku896/5/
let camera, scene, renderer;
let group;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.z = 1.5;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xbbbbbb);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
let loader = new THREE.TextureLoader();
let texture = loader.load('https://i.imgur.com/QxFQi1G.png');
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
let geometry = new THREE.PlaneBufferGeometry(83/100, 139/100);
let material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.DoubleSide,
transparent: true
});
group = new THREE.Group();
let planes = 2;
for (let i = 0; i < planes; i++) {
let mesh = new THREE.Mesh(geometry, material);
mesh.rotation.y = (Math.PI / planes) * i;
group.add(mesh);
}
scene.add(group);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
group.rotation.y += 0.005;
}
Upvotes: 5
Views: 1727
Reputation: 31076
You will receive better results if you make the tree opaque and configure alphaTest
instead in order to produce an alpha cutout.
let camera, scene, renderer;
let group;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.z = 1.5;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xbbbbbb);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
let loader = new THREE.TextureLoader();
let texture = loader.load('https://i.imgur.com/QxFQi1G.png');
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
let geometry = new THREE.PlaneBufferGeometry(83 / 100, 139 / 100);
let material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.DoubleSide,
alphaTest: 0.5
});
group = new THREE.Group();
let planes = 2;
for (let i = 0; i < planes; i++) {
let mesh = new THREE.Mesh(geometry, material);
mesh.rotation.y = (Math.PI / planes) * i;
group.add(mesh);
}
scene.add(group);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
group.rotation.y += 0.005;
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
Upvotes: 5