My Three.js point creations are appearing as squares instead of rounds. I've come across blending factors in the documentation, but I'm unsure how to apply them to my points or if it's the correct method for achieving rounded points.
My Three.js point creations are appearing as squares instead of rounds. I've come across blending factors in the documentation, but I'm unsure how to apply them to my points or if it's the correct method for achieving rounded points.
An interesting technique I discovered involves creating an SVG circle element, rendering it to a canvas using canvg, and then rendering that canvas to a texture for use in a point cloud.
By adding gradients to the circle, I can create the appearance of shininess on a 3D sphere using a simple 2D circle.
If you're interested, I have a project on Github that showcases this concept. You can check it out here: https://github.com/alexpreynolds/cubemaker, along with a demo at:
If you prefer just plain circles without the shiny effect, you can simply remove the gradients or draw directly onto a canvas element without using SVG at all.
It has been noted that Alex Reynolds provided a correct answer regarding customization of points in Three.js. I aim to further enhance this by elaborating on the two main methods to achieve this.
According to the documentation, one way to customize points is through textures (
THREE.PointsMaterial({map:texture})
):
A common approach is to utilize your own image as a texture:
var texture=THREE.ImageUtils.loadTexture('url-to-my-image');
Alternatively, you can create something in a canvas and employ it as a texture. This encompasses direct drawing on the canvas, SVG importation as proposed by Alex Reynolds, or any other appropriate technique. By exploring his suggestions and examining three.js examples, you can discover various ways to render 2D text on sprites.
var texture=THREE.Texture(canvas);
For additional insights on utilizing textures with Points
, refer to the plethora of examples available in three.js.
Another method involves using shaders:
For those familiar with shaders, creating a concise fragment shader can yield the most refined and precise results for customizing points.
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