SVGRenderer with OrbitControls shows two SVG elements on opposite sides
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I create two scenes and two renderers, one is for simple 3D mesh sphere and another is for svg circle. SVG scene sits on top of Mesh scene, like an overlay. Sphere and circle are placed on the same position in 3D space. I use OrbitControls to look around. When program loads I see sphere and the circle in the same place, but when I look around I see another svg sphere on the opposite side. Why do I see two svg icons in 3D space and how to get rid of the second one? I know for sure it is one svg node, not two, but somehow orbit controls see it behind like in the mirror.
Here is demo link: http://mystic-peanut.com/mystic_sites/svgdouble/svg_sandbox.html
Here is code snippet:
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = -50;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xff0000 );
meshScene = new THREE.Scene();
meshScene.background = new THREE.Color( 0x000000 );
// 3d sphere mesh added to mesh scene
var sphereGeometry = new THREE.SphereGeometry( 51, 60, 40 )
var mesh = new THREE.Mesh( sphereGeometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
mesh.name = 'pointer sphere';
mesh.position.set( 0, 0, 1500 );
meshScene.add( mesh );
// svg circle added to svg scene
node = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' );
node.setAttribute( 'stroke', 'black' );
node.setAttribute( 'fill', 'blue' );
node.setAttribute( 'r', '10' );
node.style.cursor = 'pointer';
var object = new THREE.SVGObject( node );
object.position.x = 0;
object.position.y = 0;
object.position.z = 1500;
scene.add( object );
meshRenderer = new THREE.WebGLRenderer( { antialias: true } );
meshRenderer.setPixelRatio( window.devicePixelRatio );
meshRenderer.setSize(window.innerWidth, window.innerHeight);
meshRenderer.domElement.style.position = 'absolute';
meshRenderer.domElement.style.top = '0px';
threeJSCanvas.appendChild( meshRenderer.domElement );
renderer = new THREE.SVGRenderer( {alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setQuality( 'low' );
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = '0px';
renderer.domElement.style.zIndex = 2;
renderer.setClearColor( 0x000000, 0);
threeJSCanvas.appendChild( renderer.domElement );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.minDistance = 10;
controls.maxDistance = 100;
controls.maxPolarAngle = 2*Math.PI / 3;
controls.minPolarAngle = Math.PI / 3;
javascript svg three.js
add a comment |
I create two scenes and two renderers, one is for simple 3D mesh sphere and another is for svg circle. SVG scene sits on top of Mesh scene, like an overlay. Sphere and circle are placed on the same position in 3D space. I use OrbitControls to look around. When program loads I see sphere and the circle in the same place, but when I look around I see another svg sphere on the opposite side. Why do I see two svg icons in 3D space and how to get rid of the second one? I know for sure it is one svg node, not two, but somehow orbit controls see it behind like in the mirror.
Here is demo link: http://mystic-peanut.com/mystic_sites/svgdouble/svg_sandbox.html
Here is code snippet:
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = -50;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xff0000 );
meshScene = new THREE.Scene();
meshScene.background = new THREE.Color( 0x000000 );
// 3d sphere mesh added to mesh scene
var sphereGeometry = new THREE.SphereGeometry( 51, 60, 40 )
var mesh = new THREE.Mesh( sphereGeometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
mesh.name = 'pointer sphere';
mesh.position.set( 0, 0, 1500 );
meshScene.add( mesh );
// svg circle added to svg scene
node = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' );
node.setAttribute( 'stroke', 'black' );
node.setAttribute( 'fill', 'blue' );
node.setAttribute( 'r', '10' );
node.style.cursor = 'pointer';
var object = new THREE.SVGObject( node );
object.position.x = 0;
object.position.y = 0;
object.position.z = 1500;
scene.add( object );
meshRenderer = new THREE.WebGLRenderer( { antialias: true } );
meshRenderer.setPixelRatio( window.devicePixelRatio );
meshRenderer.setSize(window.innerWidth, window.innerHeight);
meshRenderer.domElement.style.position = 'absolute';
meshRenderer.domElement.style.top = '0px';
threeJSCanvas.appendChild( meshRenderer.domElement );
renderer = new THREE.SVGRenderer( {alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setQuality( 'low' );
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = '0px';
renderer.domElement.style.zIndex = 2;
renderer.setClearColor( 0x000000, 0);
threeJSCanvas.appendChild( renderer.domElement );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.minDistance = 10;
controls.maxDistance = 100;
controls.maxPolarAngle = 2*Math.PI / 3;
controls.minPolarAngle = Math.PI / 3;
javascript svg three.js
That appears to be a bug inSVGRenderer
. Please file a bug report on the three.js site.
– WestLangley
Dec 21 '18 at 15:28
@WestLangley I'm not sure the bug is in SVGRenderer itself. I condensed SVGRenderer down to the following: pastebin.com/af9ayeEg and it is still happening. I agree, file a bug report here: github.com/mrdoob/three.js/issues
– markmoxx
Dec 21 '18 at 17:37
2
SVGRenderer
is failing to clip objects behind the camera.
– WestLangley
Dec 21 '18 at 20:01
opened issue: github.com/mrdoob/three.js/issues/15476
– pera
Dec 25 '18 at 23:25
add a comment |
I create two scenes and two renderers, one is for simple 3D mesh sphere and another is for svg circle. SVG scene sits on top of Mesh scene, like an overlay. Sphere and circle are placed on the same position in 3D space. I use OrbitControls to look around. When program loads I see sphere and the circle in the same place, but when I look around I see another svg sphere on the opposite side. Why do I see two svg icons in 3D space and how to get rid of the second one? I know for sure it is one svg node, not two, but somehow orbit controls see it behind like in the mirror.
Here is demo link: http://mystic-peanut.com/mystic_sites/svgdouble/svg_sandbox.html
Here is code snippet:
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = -50;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xff0000 );
meshScene = new THREE.Scene();
meshScene.background = new THREE.Color( 0x000000 );
// 3d sphere mesh added to mesh scene
var sphereGeometry = new THREE.SphereGeometry( 51, 60, 40 )
var mesh = new THREE.Mesh( sphereGeometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
mesh.name = 'pointer sphere';
mesh.position.set( 0, 0, 1500 );
meshScene.add( mesh );
// svg circle added to svg scene
node = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' );
node.setAttribute( 'stroke', 'black' );
node.setAttribute( 'fill', 'blue' );
node.setAttribute( 'r', '10' );
node.style.cursor = 'pointer';
var object = new THREE.SVGObject( node );
object.position.x = 0;
object.position.y = 0;
object.position.z = 1500;
scene.add( object );
meshRenderer = new THREE.WebGLRenderer( { antialias: true } );
meshRenderer.setPixelRatio( window.devicePixelRatio );
meshRenderer.setSize(window.innerWidth, window.innerHeight);
meshRenderer.domElement.style.position = 'absolute';
meshRenderer.domElement.style.top = '0px';
threeJSCanvas.appendChild( meshRenderer.domElement );
renderer = new THREE.SVGRenderer( {alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setQuality( 'low' );
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = '0px';
renderer.domElement.style.zIndex = 2;
renderer.setClearColor( 0x000000, 0);
threeJSCanvas.appendChild( renderer.domElement );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.minDistance = 10;
controls.maxDistance = 100;
controls.maxPolarAngle = 2*Math.PI / 3;
controls.minPolarAngle = Math.PI / 3;
javascript svg three.js
I create two scenes and two renderers, one is for simple 3D mesh sphere and another is for svg circle. SVG scene sits on top of Mesh scene, like an overlay. Sphere and circle are placed on the same position in 3D space. I use OrbitControls to look around. When program loads I see sphere and the circle in the same place, but when I look around I see another svg sphere on the opposite side. Why do I see two svg icons in 3D space and how to get rid of the second one? I know for sure it is one svg node, not two, but somehow orbit controls see it behind like in the mirror.
Here is demo link: http://mystic-peanut.com/mystic_sites/svgdouble/svg_sandbox.html
Here is code snippet:
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = -50;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xff0000 );
meshScene = new THREE.Scene();
meshScene.background = new THREE.Color( 0x000000 );
// 3d sphere mesh added to mesh scene
var sphereGeometry = new THREE.SphereGeometry( 51, 60, 40 )
var mesh = new THREE.Mesh( sphereGeometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
mesh.name = 'pointer sphere';
mesh.position.set( 0, 0, 1500 );
meshScene.add( mesh );
// svg circle added to svg scene
node = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' );
node.setAttribute( 'stroke', 'black' );
node.setAttribute( 'fill', 'blue' );
node.setAttribute( 'r', '10' );
node.style.cursor = 'pointer';
var object = new THREE.SVGObject( node );
object.position.x = 0;
object.position.y = 0;
object.position.z = 1500;
scene.add( object );
meshRenderer = new THREE.WebGLRenderer( { antialias: true } );
meshRenderer.setPixelRatio( window.devicePixelRatio );
meshRenderer.setSize(window.innerWidth, window.innerHeight);
meshRenderer.domElement.style.position = 'absolute';
meshRenderer.domElement.style.top = '0px';
threeJSCanvas.appendChild( meshRenderer.domElement );
renderer = new THREE.SVGRenderer( {alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setQuality( 'low' );
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = '0px';
renderer.domElement.style.zIndex = 2;
renderer.setClearColor( 0x000000, 0);
threeJSCanvas.appendChild( renderer.domElement );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.minDistance = 10;
controls.maxDistance = 100;
controls.maxPolarAngle = 2*Math.PI / 3;
controls.minPolarAngle = Math.PI / 3;
javascript svg three.js
javascript svg three.js
edited Dec 13 '18 at 13:34
Atomzwieback
185211
185211
asked Dec 13 '18 at 12:55
perapera
427416
427416
That appears to be a bug inSVGRenderer
. Please file a bug report on the three.js site.
– WestLangley
Dec 21 '18 at 15:28
@WestLangley I'm not sure the bug is in SVGRenderer itself. I condensed SVGRenderer down to the following: pastebin.com/af9ayeEg and it is still happening. I agree, file a bug report here: github.com/mrdoob/three.js/issues
– markmoxx
Dec 21 '18 at 17:37
2
SVGRenderer
is failing to clip objects behind the camera.
– WestLangley
Dec 21 '18 at 20:01
opened issue: github.com/mrdoob/three.js/issues/15476
– pera
Dec 25 '18 at 23:25
add a comment |
That appears to be a bug inSVGRenderer
. Please file a bug report on the three.js site.
– WestLangley
Dec 21 '18 at 15:28
@WestLangley I'm not sure the bug is in SVGRenderer itself. I condensed SVGRenderer down to the following: pastebin.com/af9ayeEg and it is still happening. I agree, file a bug report here: github.com/mrdoob/three.js/issues
– markmoxx
Dec 21 '18 at 17:37
2
SVGRenderer
is failing to clip objects behind the camera.
– WestLangley
Dec 21 '18 at 20:01
opened issue: github.com/mrdoob/three.js/issues/15476
– pera
Dec 25 '18 at 23:25
That appears to be a bug in
SVGRenderer
. Please file a bug report on the three.js site.– WestLangley
Dec 21 '18 at 15:28
That appears to be a bug in
SVGRenderer
. Please file a bug report on the three.js site.– WestLangley
Dec 21 '18 at 15:28
@WestLangley I'm not sure the bug is in SVGRenderer itself. I condensed SVGRenderer down to the following: pastebin.com/af9ayeEg and it is still happening. I agree, file a bug report here: github.com/mrdoob/three.js/issues
– markmoxx
Dec 21 '18 at 17:37
@WestLangley I'm not sure the bug is in SVGRenderer itself. I condensed SVGRenderer down to the following: pastebin.com/af9ayeEg and it is still happening. I agree, file a bug report here: github.com/mrdoob/three.js/issues
– markmoxx
Dec 21 '18 at 17:37
2
2
SVGRenderer
is failing to clip objects behind the camera.– WestLangley
Dec 21 '18 at 20:01
SVGRenderer
is failing to clip objects behind the camera.– WestLangley
Dec 21 '18 at 20:01
opened issue: github.com/mrdoob/three.js/issues/15476
– pera
Dec 25 '18 at 23:25
opened issue: github.com/mrdoob/three.js/issues/15476
– pera
Dec 25 '18 at 23:25
add a comment |
1 Answer
1
active
oldest
votes
This issue was fixed within this ticket:
github.com/mrdoob/three.js/issues/15476
add a comment |
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1 Answer
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1 Answer
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This issue was fixed within this ticket:
github.com/mrdoob/three.js/issues/15476
add a comment |
This issue was fixed within this ticket:
github.com/mrdoob/three.js/issues/15476
add a comment |
This issue was fixed within this ticket:
github.com/mrdoob/three.js/issues/15476
This issue was fixed within this ticket:
github.com/mrdoob/three.js/issues/15476
answered Jan 4 at 0:44
perapera
427416
427416
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That appears to be a bug in
SVGRenderer
. Please file a bug report on the three.js site.– WestLangley
Dec 21 '18 at 15:28
@WestLangley I'm not sure the bug is in SVGRenderer itself. I condensed SVGRenderer down to the following: pastebin.com/af9ayeEg and it is still happening. I agree, file a bug report here: github.com/mrdoob/three.js/issues
– markmoxx
Dec 21 '18 at 17:37
2
SVGRenderer
is failing to clip objects behind the camera.– WestLangley
Dec 21 '18 at 20:01
opened issue: github.com/mrdoob/three.js/issues/15476
– pera
Dec 25 '18 at 23:25