I have written an app using Three.js (r73) that allows the user to load multiple .dae files using the ColladaLoader.
If the user selects a sufficient number of objects the texture will not show for any of the objects...at this point I get this:
WebGLRenderer: trying to use 26 texture units while this GPU supports only 16
The error message seems fairly self-explanitory - does this mean I can only load 16 textures at any one time? Is there a way around this? Can I render my scene with half my objects - clear the texture units - and then render the other half?
Quite new to Three.js - so sorry if its a stupid question.
This number is based on what your GPU supports, you can see it listed here at WebGL Report, under Max Texture Image Units: 16.
Many people confuse this number with how many textures you can have in a single scene, this is false. This number represents how many textures you can use for a single object (i.e. in a single draw call).
So if you have an extremely complicated object, with hundreds of separate textures. You'll have to find a way to either merge the textures together, or split the object into multiple objects that can be drawn separately.
However, if you draw 1000 separate objects, each with a different texture, this shouldn't be a problem.
The warning comes from exceeding the maximum number of "total" texture units, and not the Vertex texture units. Refer to WebGLRenderer.js, function getTextureUnit() for the reasoning behind this and the printing of this error message. (ex, https://searchcode.com/codesearch/view/96702746/, line 4730)
To avoid the warning, analyse the shaders, and reduce the count of texture units required in the shader, for the rendering.
Related
I have a demo where i used hundreds of cubes that have exactly same geometry and texture, example:
texture = THREE.ImageUtils.loadTexture ...
material = new THREE.MeshLambertMaterial( map: texture )
geometry = new THREE.BoxGeometry( 1, 1, 1 )
cubes = []
for i in [0..1000]
cubes.push new THREE.Mesh geometry, material
... on every frame
for cube in cubes
// do something with each cube
Once all the cubes are created i start moving them on the screen.
All of them have the same texture, same size, they just change position and rotation. The problem here is that when i start using many hundreds of cubes the computer starts to suffer to render it.
Is there any way i could tell Three.js / WebGL that all those objects are the same object, they are identical copies just in different positions ?
I ready something about BufferGeometry and Geometry2 being able to boost performance for this sort of situation but i'm not exactly sure what would be the best in this case.
Thank you
Is there any way i could tell Three.js / WebGL that all those objects are the
same object, they are identical copies just in different positions ?
Unfortunately there's nothing that can automatically determine and optimize rendercalls in that regard. That would be pretty awesome.
I read something about BufferGeometry and Geometry2 being able to boost performance for this sort of situation but i'm not exactly sure what would be the best in this case.
So, the details here is this: the normal THREE.Geometry-class three.js provides is built for developer-convenience, but is a bit far from how data is handled by WebGL. This is what the DirectGeometry (earlier called Geometry2) and BufferGeometry are for. A BufferGeometry is a representation of how WebGL expects data for drawcalls to be held: it contains a typed-array for every attribute of the geometry. The conversion from Geometry to BufferGeometry happens automatically every time geometry.verticesNeedsUpdate is set to true.
If you don't change any of the attributes, this conversion will happen once per geometry (of which you have 1) so this is completely ok and moving to a buffer-geometry won't help (simply because you are already using it).
The main problem you face with several hundred geometries is the number of drawcalls required to render the scene. Generally speaking, every instance of THREE.Mesh represents a single drawcall. And those drawcalls are expensive: A single drawcall that outputs hundred thousands of triangles is no problem at all, but a thousands of drawcalls with 100 triangles each will very quickly become a serious performance problem.
Now, there are different ways how the number of drawcalls can be reduced using three.js. The first is (as already mentioned in comments) to combine multiple meshes/geometries into a single one (in the end, meshes are just a collection of triangles, so there's no requirement that they form a single "body" or something like that). This isn't too practical in your case as this would involve applying the position and rotation of each of your cubes via JS and update the vertex-arrays accordingly on each frame.
What you are really looking for is a WebGL-feature called geometry instancing.
This is not as easy to use as regular meshes and geometries, but not too complicated either.
With instancing, you can create a huge amount of objects in a single drawcall. All of the rendered objects will share a single geometry (your cube-geometry with its vertices, normals and uv-coordinates). The instancing happens when you add special attributes named InstancedBufferAttribute that can contain independent values for each of the instances. So you could add two per-instance attributes for position and rotation (or a single instance transformation-matrix if you like).
These examples should pretty much be what you are looking for:
http://threejs.org/examples/?q=instancing
The only difficulty with instancing as of now is the material: you will need to provide a custom vertex-shader that knows how to apply your per-instance-attributes to the vertex-positions from the original geometry (this can also be seen in the code of the examples).
You have a webgl tag so Im going to give a non three js answer.
The best way to handle this is to allocate a float texture array made of model transform matrix data (or just vec3 positions if thats all you need). Then you allocate a mesh chunk containing all your cube data. You need to add an additional attribute which I refer to as modelTransform index. For each "cube instance" in the mesh chunk, write the correct modelTransform index value corresponding to the correct offset in the model transform data texture.
On each frame, you calculate the correct model transform data for all the cubes and write to the model transform data texture with correct offsets and such. Upload the texture to GPU on each frame.
In the vertex shader, access the model transform data from the modelTransform index attribute and the float texture. Rest is the same.
This is what I am using in my engine and it works well for smallish objects such as cubes. Note however, updating 150000 cubes on 60 FPS will likely take most of your CPU resources from JS. This is unavoidable regardless of which instancing scheme you take.
If the motion/animation of each cube is fixed, then a even better way to do it is to upload a velocity attribute and initial creation time stamp attribute for each cube instance. On each frame, send the current time as uniform and calculate the position as "pos += attr_velocity * getDeltaTime(attr_initTime, unif_currentTime);". This skips work on CPU all together and allows you to render a much higher number of cubes.
I'm trying to project massive, 32k-resolution equirectangular maps on spheres.
Since a 32k texture is hardly accessible for older graphics cards supporting 1k-2k sized textures, and scaling a 32k image to 1k loses a tremendous amount of detail, I've resolved to splitting each source map by projecting each into 6 cube faces to make up a cubemap, so that more detail can be displayed on older cards.
However, I'm having trouble actually displaying these cubemapped spheres with three.js. I can set the MeshPhongMaterial.envMap to my cubemap, but of course this makes the sphere mesh reflect the texture instead.
An acceptable result can be produced by using ShaderMaterial along with ShaderLib['cube'] to "fake" a skysphere of some sort. But this drops all ability for lighting, normal mapping and all the other handy (and pretty) things possible with MeshPhongMaterial.
If at all possible, I'd like to not have to write an entire shader from scratch for such a simple tweak (switching one texture2D call to textureCube). Is there a way to coerce three.js to read the diffuse term from a cubemap instead of a 2D texture, or a simple way to edit the shader three.js uses internally?
I´m searching for a (or more) best practice(s) for the following problem. I´ll try to describe it as abstract as possible, so the solution can be applied to scenarios i have not yet thought of.
Data available: Voxels (Volumetric Pixels), forming a cube, with coordinates x,y,z and a color attached.
Goal: Use OpenGL to display this data, as you move through it from different sides.
Question: Whats the best practice to render those voxels, depending on the viewpoint? How (which type of Object) can store the data?
Consider the following:
The cube of data can be considered as z layers of x y data. It should
be possible to view, in-between-layers, then the displayed color
should be interpolated from the closest matching voxels.
For my application, i have data sets of (x,y,z)=(512,512,128) and
more, containing medical data (scans of hearts, brains, ...).
What i´ve tried so far:
Evaluated different frameworks (PIXI.js, three.js) and worked through a few WebGL tutorials.
If something is not yet clear enough, please ask.
There are 2 major ways to represent / render 3D datasets. Rasterization and Ray-tracing.
One fair rasterization approach is a surface reconstruction technique by the use of algorithms such as Marching Cubes, Dual Contouring or Dual Marching Cubes.
Three.js have a Marching Cubes implementation in the examples section. You basically create polygons from your voxels for classical rasterization. It may be faster than it seems. Depending the level of detail you want to reach, the process can be fast enough to be done more than 60 times per second, for thousands of vertices.
Although, unless you want to simply represent cubes (I doubt) instead of a surface, you will also need more info associated to each of your voxels rather than only voxel positions and colors.
The other way is raycasting. Unless you find a really efficient raycasting algorithm, you will have serious performance hit with a naive implementation.
You can try to cast rays from your camera position through your data structure, find / stop marching through when you reach a surface and project your intersection point back to screen space with the desired color.
You may draw the resulting pixel in a texture buffer to map it on a full-screen quad with a simple shader.
In both cases, you need more information than just colors and cubes. For example, you need at least density values at each corners of your voxels for Marching cubes or intersection normals along voxels edges (hermite data) for Dual Contouring.
The same for ray-casting, you need at least some density information to figure out where the surface lies or not.
One of the keys is also in how you organize the data in your structure specially for out-of-core accesses.
I'm developing a web application with Three.js that renders a scene in ASCII, much like the example given here. I'm having issues with frame rate though.
I've tried all sorts of different algorithms to convert the rendered scene into an ASCII string. Some slower than the example, some much faster than the example, but all too slow for rendering large scenes, even with the WebGL renderer.
Now I'm considering moving this conversion process over to the GPU via a shader, although I'm not sure how to make a Three.js shader output a string. Optimally I would also like to be able to input a custom string of ASCII characters to be used as a palette, though there isn't a string type in GLSL.
Thanks! :)
See this sample
It basically takes a texture, let's call it the map texture, and uses each pixel as a lookup into another texture of sprite images.
In your case you'd change those tiles to ascii characters and you'd render your 3d scene to the map texture by attaching it to a framebuffer. In other words,
render your scene to a texture
use that texture as a lookup into another texture of ascii characters.
Hey im trying to implement shadow mapping in webgl using this example:
tutorial
What im trying to do is
initialize the depth texture and framebuffer.
draw a scene to that framebuffer with a simple shader, then draw a new scene with a box that has the depthtexture as texture so i can see the depth map using an other shader.
I think i look ok with the colortexture but cant get i to work with the depthtexture its all white.
i put the code on dropbox:
source code
most is in the files
index html
webgl_all js
objects js
have some light shaders im not using at the moment.
Really hope somebody can help me.
greetings from denmark
This could have several causes:
For common setups of the near and far planes, normalized depth values will be high enough to appear all white for most of the scene, even though they are not actually identical (remember that a depth texture has an accuracy of at least 16bits, while your screen output has only 8 bits per color channel. So a depth texture may appear all white, even when its values are not all identical.)
On some setups (e.g. desktop OpenGl), a texture may appear all white, when it is incomplete, that is when texture filtering is set to use mipmaps, but not all mipmap levels have been created. This may be the same with WebGl.
You may have hit a browser WebGl implementation bug.