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As for my PC, current WebGLRenderer usages result in quite a visible aliasing, so an explicit FXAA shader should be considered.
There are also other options like SMAA, SSAA, TAA.
Usage example for FXAA:
import { FXAAShader } from 'https://threejs.org/examples/jsm/shaders/FXAAShader.js'; ... const fxaaPass = new ShaderPass(FXAAShader); const pixelRatio = renderer.getPixelRatio(); fxaaPass.material.uniforms['resolution'].value.x = 1 / (container.offsetWidth * pixelRatio); fxaaPass.material.uniforms['resolution'].value.y = 1 / (container.offsetHeight * pixelRatio); composer1 = new EffectComposer(renderer); // renderer: WebGLRenderer ... composer1.addPass(fxaaPass); ... composer1.render();
The text was updated successfully, but these errors were encountered:
OK, I will try, but we need to check if it will affect performance for large geometries.
Sorry, something went wrong.
Maybe there just should be an option to disable it?
Yes, it is possible. We can pass almost any option through Canvas3DOptions or its specialized descendant.
Canvas3DOptions
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As for my PC, current WebGLRenderer usages result in quite a visible aliasing, so an explicit FXAA shader should be considered.
There are also other options like SMAA, SSAA, TAA.
Usage example for FXAA:
The text was updated successfully, but these errors were encountered: