The adventures of building a web renderer


RE: The adventures of building a web renderer
#11
(2018-11-13, 16:20)Milan Vančura Wrote:
(2018-11-07, 22:54)Lasse Deleuran Wrote: The screenshot is made by clicking "VIEW 3D" on this page.
This is strange, I cannot achieve the same look in my browser, neither Firefox nor chromium. Edge lines in your screenshot are thicker and antialiased. In my browser, they are exactly 1px wide with no antialias. Sometimes it's hard to even understand what they mean, when two edges are too near. See the green person's right arm (the Tan hinge plate).
Edit: You need to click on the image to see it in the original size with no antialiasing made by browser on ldraw.org page.

(2018-11-07, 22:54)Lasse Deleuran Wrote: Edit
Simple render example added and README.md updated with guide of how to get started. The new sample is less than 100 lines, so I hope it is easy to get started with it.
Thanks a lot, I put this on my TODO list. Currently, I'm busy with an exhibition model preparation...

Thanks for the screenshot. I have been able to recreate it on one of my devices. Anti-aliasing is actually enabled - even in your screenshot. The sampling rate has just bottomed out because of how canvas size vs. css size and physical device pixel ratios can differ. I will try to fix the renderer. It seems to work fine when viewing building instructions - it is only the preview that currently is messy on some devices.

Update on Nov 19, 2018. I have now fixed the issue on my own device. It was caused by improper handling of canvas size vs canvas element size vs size of parent of canvas vs device pixel ratio. It took a lot of tries to get right!
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RE: The adventures of building a web renderer - by Lasse Deleuran - 2018-11-13, 22:34

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