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I am trying to mask a 3D scene with another 3D scene. I managed to get it working with regular THREE.Mesh objects as shown below:

Mask working

The main scene has a bunch of low poly spheres. The mask scene has a red cube. Both scenes are passed as textures to a custom shader that checks the red pixels on the mask and draws the pixels of the main.

It works. Here is a fiddle: http://jsfiddle.net/at4rumn6/3/

// please check source on jsfiddle

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However, if I replace the bunch of spheres by blobs like in the Marching Cubes example, it stops working. The problem is shown below:

Mask error

It seems like something is not getting cleared in the renderer. It might be related to THREE.ImmediateRenderObject, but I don't understand what it is doing. This seems like a very specific case, I might have found a limitation in the library. Or maybe I'm just doing something wrong.

Here is another fiddle showing the error: http://jsfiddle.net/Lwm93rxr/2/

Is there a way to clear the buffer and get my mask working without any 'dirt' from other scenes?

imbrizi
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1 Answers1

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The discussion continued in the GitHub issues and this has been fixed: https://github.com/mrdoob/three.js/issues/6783

imbrizi
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