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PointsMaterial's size can't go larger than 256 in on Intel GPU

See original GitHub issue
Description of the problem

On MacBooks with only the integrated Intel GPU (or force using the intel GPU with gfxcardstatus on other MacBooks), the size of PointsMaterial with sizeAttenuation: false cannot go larger than 256. (Larger sizes always fall down to 256 * 256)

Live sample: https://jsfiddle.net/govizlora/k0jwaf6q/6/

I rendered two squares: red (512 * 512) and blue (256 * 256)

  • On discrete GPU, the red square is bigger: Screen Shot 2019-04-25 at 2 51 25 PM

  • On Intel GPU, the red square and the blue square are of the same size (which is the bug): Screen Shot 2019-04-25 at 2 51 52 PM

Three.js version
  • Dev
  • r104
Browser
  • Chrome
  • Firefox
OS
  • macOS
Hardware Requirements (graphics card, VR Device, …)

Intel HD Graphics 630 Intel Iris Pro Intel Iris Plus Graphics 650 (Maybe all intel GPUs)

Issue Analytics

  • State:closed
  • Created 4 years ago
  • Comments:8 (3 by maintainers)

github_iconTop GitHub Comments

2reactions
WestLangleycommented, Apr 30, 2019

You can create a single sprite sheet that contains all your text labels and use instancing with a billboard shader.

Or you can continue to use THREE.Points and use a sprite sheet. See this SO answer.

Or you can use CSS Labels. See this codepen.

Or https://threejs.org/examples/css2d_label.html.

Please use the three.js forum for follow-up questions. Good luck.

2reactions
WestLangleycommented, Apr 26, 2019

This is a GPU limitation and not related to three.js.

Read more comments on GitHub >

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