Is there a way for me to manage the rendering of a three.js scene?

I've noticed that most examples use a loop structure to render the scene, like so:

renderer.render(scene, camera);

function render(){
    renderer.render(scene, camera);
    //code for rendering
    requestAnimationFrame(render);
}

render();

However, I am interested in controlling the rendering in a different structure, only when I interact with something, such as:

while(true){
//code - operations
alert('press ok for the next step'); // or wait 2 seconds
renderer.render(scene, camera);
}

What would be the appropriate method for achieving this?

Answer №1

If desired, you have the option to call renderer.render at any point, although it is recommended to render within the requestAnimationFrame() for optimal performance. If there is a specific element you need to modify without rendering (such as multiple async functions altering the scene object), you can use the following approach:

function render(){
    //code to update scene
    if (toRender) renderer.render(scene, camera);
    requestAnimationFrame(render);
}

render();

Set toRender to false while making updates to the scene to prevent the renderer from redrawing, then set toRender back to true to render the scene in the next frame.

Answer №2

This demonstration illustrates how easy it is to use the renderer.render() function.

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