Creating lines in three.js with CanvasRenderer results in more fluid lines compared to WebGLRenderer

I'm facing a dilemma involving three.js where the CanvasRenderer renders lines much smoother than the WebGLRenderer. It seems like there is no antialiasing applied by the WebGLRenderer.

When I refer to the three.js canvas - lines - random example from , I can see this result using the CanvasRenderer:

After making a change in the following line

renderer = new THREE.CanvasRenderer();

to

renderer = new THREE.WebGLRenderer({antialias: true});

, the outcome becomes:

It's evident that the WebGL rendering has lower quality here. What could possibly be the issue?

Answer №1

let renderEngine = new THREE.WebGLRenderer({antialias: true});

Answer №2

After investigating the issue myself, it seems that the CanvasRenderer in Three.js relies on CanvasRenderingContext2D, which does not utilize WebGL technology. Instead, all line projections are processed using software before being presented as 2D lines on a traditional canvas. Since the rendering is software-based, browsers can easily handle antialiasing for smoother strokes.

From my observations, antialiasing for GL_LINES in WebGL is currently limited, hence the discrepancy in performance. Antialiasing appears to only work effectively with triangles. One possible solution is to render to a higher-resolution FBO and then implement your own antialiasing process.

It is my hope that WebGL will eventually include better support for rendering smooth lines, making it a standard feature on all browsers and devices in the future.

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