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?