Here's the problem I'm facing:
I want to remove the shadows on the text but changing the shadowMap resolution doesn't seem to have any effect.
This is the code snippet responsible for creating the mesh:
var materialArray_Flying = [
new THREE.MeshPhongMaterial( { color: 0xff00ff, ambient: 0xff00ff } ),
new THREE.MeshPhongMaterial( { color: 0x008888, ambient: 0x008888 } )];
var textGeom_Flying = new THREE.TextGeometry( "{Flying}",
{
size: 4, height: .25, curveSegments: 3,
font: "helvetiker", weight: "bold", style: "normal",
bevelThickness: 0.025, bevelSize: 0.05, bevelEnabled: true,
material: 0, extrudeMaterial: 1
});
var textMesh_Flying = new THREE.Mesh(textGeom_Flying, new THREE.MeshFaceMaterial(materialArray_Flying));
scene.add(textMesh_Flying);
textMesh_Flying.castShadow = true;
textMesh_Flying.receiveShadow = true;
The renderer setup looks like this:
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
renderer.shadowCameraNear = 3;
renderer.shadowCameraFar = camera.far;
renderer.shadowCameraFov = 50;
renderer.setClearColor(0x000000, 1);
renderer.shadowMapWidth = 4096;
renderer.shadowMapHeight = 4096;
I would appreciate any help with resolving this issue.