Difficulty achieving smooth edges in Three.js due to antialiasing issue

Exploring three.js has been a new and exciting journey for me. I've been diving into it a lot lately, creating some amazing things along the way. However, I noticed that when I set antialiasing to true, I don't see any noticeable difference.

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

Despite searching for solutions, I couldn't figure out why antialiasing wasn't working as expected. Is there something crucial that I might be missing in order to enable antialiasing?

EDIT:

I found these helpful resources that assisted me in resolving this issue: https://github.com/mrdoob/three.js/blob/master/examples/webgl_materials_normalmap2.html https://github.com/mrdoob/three.js/tree/master/examples/js

It required some effort, but thanks to the developers of three.js, the problem is now solved!

Answer №1

The parameter name you're using in the argument object for the WebGLRenderer constructor is incorrect. As per the information provided in the official documentation, the correct property name should be 'antialias', not 'antialiasing'.

During my test on Google Chrome for Mac OS, I noticed a clear improvement in edge rendering while working with a demo featuring a rotating cube.

Answer №2

The feature known as antialias can be activated using the following code:

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

It is important to note that this functionality may not work on all web browsers. For more details, please refer to this specific issue.


Please take note:
The property cannot be accessed publicly, so attempting to set antialias after construction like this:

renderer.antialias = true; // <-- WILL NOT WORK

This method will not produce the desired result.

Answer №3

If your computer doesn't support the default WebGL AA, adjusting the renderer and canvas size can produce better results than FXAA. Keep in mind that the CSS contains the actual width and height values.

var preferredWidth, preferredHeight = [customize your preferences];

renderer.setSize(window.innerWidth*2, window.innerHeight*2);

renderer.domElement.style.width = preferredWidth;
renderer.domElement.style.height = preferredHeight;
renderer.domElement.width = preferredWidth * 2;
renderer.domElement.height = preferredHeight * 2;

Answer №4

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

This code snippet functions perfectly on my desktop device, however, it encounters issues when executed on my laptop.

Answer №5

It is my understanding that the effectiveness of antialiasing can vary depending on the browser and system you are using. At present, Firefox seems to lack support for antialiasing entirely. Additionally, compatibility may differ based on your graphics card and drivers. For instance, I have observed a lack of antialiasing in Chrome on my older mid-2009 MacBook Pro but do experience antialiasing on my newer late 2012 machine.

If you are facing challenges with antialiasing, you might want to explore utilizing the FXAA shader to implement antialiasing as a post-processing technique. More information on postprocessing techniques can be found here.

Answer №6

Certain web browsers, especially on mobile devices, may not natively support antialiasing, but they do support manual MSAA. Interestingly, the same type of antialiasing as { antialias: true } is available, but it requires additional setup:

Visit this link for more information.

Why isn't { antialias: true } enabled by default in mobile browsers? This could be due to historical concerns about the expense of MSAA. However, with the advanced GPUs found in modern phones, this concern may no longer be valid.

If { antialias: true } is not supported, developers may resort to a less efficient workaround—increasing the canvas resolution using the width and height attributes, then resizing it back to the screen size with CSS. This approach can negatively impact performance, whereas utilizing "expensive" MSAA would likely yield faster results.

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