Three.js: Objects in the distance appear more subtle

Currently, I am developing a three.js scenario that showcases textured point sprites. These sprites obtain their textures from a single uniform, which is a 2D canvas containing the alphabet:

https://i.stack.imgur.com/Ceh9x.png

In my scene, all the letters on the canvas are in black color. However, distant points in the three.js scene appear faintly. Here's a snippet of the code I'm working with:

// aliases
var BA = THREE.BufferAttribute,
    IBA = THREE.InstancedBufferAttribute,
    ARR = Float32Array;


function Wordmap() {
  // configuration settings
  this.wordScalar = 0.0003;
  this.heightScalar = 0.002;
  this.sep = 0.9;
  this.maxWords = 1000000;
  this.background = '#fff';
  this.color = '#000';
  this.size = 64;

  // state variables
  this.state = {
    layout: 'grid',
    flying: false,
    clock: null,
    transitioning: false,
    transitionQueued: false,
  }

  // data storage
  this.data = {
    input: null,
    words: [],
    layouts: {},
    heightmap: {},
    characters: {},
  }
  
  // initialize function
  this.init();
}

// More functions and methods follow for creating scenes, handling characters, generating heightmaps, setting geometry, etc.

I have tried adjusting the alpha value in the fragment shader to increase the opacity, but it resulted in chunky and pixelated font display. Is there a way to enhance the opacity of distant points without affecting the font weight in the visualization? Your insights would be greatly appreciated!

Answer №1

One possible reason for this issue is the mipmapping applied to the sprite texture, causing the black pixels in your text to blend into grey when downscaled.

To avoid using mipmapped textures, you can change the .minFilter property of your texture after declaration, as shown in the code snippet below:

tex.minFilter = THREE.LinearFilter;

The only two options available for minification filters without mipmapping are LinearFilter and NearestFilter. Disabling mipmapping may result in an aliased appearance for your textures.

Alternatively, you can create custom mipmaps in Photoshop that do not fade to grey and define them using texture.mipmaps.

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