Issue with wireframe parameter for quad faces (in r60)
See original GitHub issueR60: Seems that the wireframe is shown for the actual triangles that are rendered. R59: Meshes with quad faces are rendered as quad faces in wireframe mode.
So I’m hoping this is an issue, not a changing in the behaviour of this wireframe parameter for materials. Since I want to draw cubes with their edges shown.
Test Code:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.z = 5;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshBasicMaterial({color: 0x00ff00,wireframe: true});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var render = function () {
requestAnimationFrame(render);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
render();
Issue Analytics
- State:
- Created 10 years ago
- Comments:13 (7 by maintainers)
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The loss of Face4 and the new appearance of diagonals in wireframe materials is a huge loss for designers.
How to encapsulate this in a few words? How’s this (opinion): Things that used to be pretty are now ugly.
Previously wireframe was part of the designer’s tool kit. Now it merely serves for debugging code.
Please, please bring back the quad wireframe capability using some method us non-techies can deal with…
I agree. We’re not there yet though. We have a lot of code to clean up still.