Comments (19)
I have... no idea what could be causing this.. How far away are those tiles from the camera in world-units.
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I'm so happy it works!
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![image](https://private-user-images.githubusercontent.com/27567569/246607482-ba5585b6-77be-4827-8d73-e6be3ebc7068.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTY0MzgyMjEsIm5iZiI6MTcxNjQzNzkyMSwicGF0aCI6Ii8yNzU2NzU2OS8yNDY2MDc0ODItYmE1NTg1YjYtNzdiZS00ODI3LThkNzMtZTZiZTNlYmM3MDY4LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA1MjMlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwNTIzVDA0MTg0MVomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTRlMGEwOGZmMzU1NGY1OGRkNjBiZGEwM2VlODY4M2Q4ZGFjZmJmMTU5MWQ2MGFkZDBhOWI2N2VkMWFmZWJjMjgmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.F0qYvs7wWBC4OtjGYL5fv_9vLAoG4JCA5ZvZOChDYeU)
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I have... no idea what could be causing this.. How far away are those tiles from the camera in world-units.
![image](https://private-user-images.githubusercontent.com/27567569/246637971-48977110-6131-4fbe-be40-132f38137aa0.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTY0MzgyMjEsIm5iZiI6MTcxNjQzNzkyMSwicGF0aCI6Ii8yNzU2NzU2OS8yNDY2Mzc5NzEtNDg5NzcxMTAtNjEzMS00ZmJlLWJlNDAtMTMyZjM4MTM3YWEwLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA1MjMlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwNTIzVDA0MTg0MVomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTJkZmE5NWRkY2U3MTczZTlhMjljOTJjZDA4NTcwMjNhODdjNjhkNWZjMGJlYzdiYmVmYzJjMjkxYmQzODU3N2MmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.PWalXHXaWoJgS3NlIxEtuVNLOCAXUELNIjjlVeMTyw8)
I tried to look down from the vertical direction, and when the camera height was around 3360000, the map tiles began to hover on the blackened edge...
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could you perhaps send me a .zip of your project? so i could debug it myself?
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I have... no idea what could be causing this.. How far away are those tiles from the camera in world-units.
I have found the problem, and this problem occurs when I turn on the logarithmicDepthBuffer...
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could you perhaps send me a .zip of your project? so i could debug it myself?
I am so sorry,This is not my personal project, it's a project of my company, I'm just working for it...
The problem lies in the logiarithmicDepthBuffer, can you roughly guess what the reason is? If I don't turn on this, AO is normal, but if I don't turn on this, objects in my scene will flicker...
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I have observed some useful phenomena, when I set camera near number more big , The later the black tiles appear, May this be an accuracy issue caused by the large difference between camera far and near...
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Intriguing... log depth buffer probably relies on very high-precision math that breaks down at larger scales.
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Did you try subdividing your plane - it could be that the depth-interpolation math breaks down at such large scales.
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Did you try subdividing your plane - it could be that the depth-interpolation math breaks down at such large scales.
the map tiles is replies quad tree... The solution I am thinking of now is to dynamically change the near of the camera when the lens is zoomed out
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I could also just disable AO entirely when the distance is too large... I don't know.
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I could also just disable AO entirely when the distance is too large... I don't know.
yes that's a good way too😀
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I could also just disable AO entirely when the distance is too large... I don't know.
Now I am wondering why sky.js is not affected. .
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Cuz I have a special piece of code to exclude the sky from AO - I could also do that with things that are very, very far away.
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Cuz I have a special piece of code to exclude the sky from AO - I could also do that with things that are very, very far away.
So can your AO plug-in set a threshold uniform, allowing users to decide how far away the distance AO will no longer take effect. . .
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I'm thinking about that... though it appears the issue is w/ large triangles in general, so I don't know.
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Pushed a possible fix. Let me know if it works - try version 1.6.7.
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Pushed a possible fix. Let me know if it works - try version 1.6.7.
very nice,it works!!!, Thank you very much for your contribution
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Related Issues (20)
- Is there any way to integrate with fog? HOT 9
- Issues w/ AO at large distances from the origin HOT 6
- excluding objects HOT 4
- when camera far number too big have some problem... HOT 3
- N8AO + Bloom doesn't work when multisampling enabled HOT 7
- Hi, I just found out when open halfRes with true, the ao in map also have some same problem.... HOT 5
- AO from single side materials HOT 1
- Colors issue with THREE.js r156 HOT 12
- Shader errors? HOT 7
- Option to accumulate over multiple frames HOT 10
- AO Visible in Direct Light HOT 2
- Incompatible with ThreeJS Helpers HOT 3
- Debug Mode Question / Issue HOT 2
- Fragment shader error resulting in black objects HOT 3
- THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT. HOT 2
- I found that when there are linesegment models in the scene, there are many jagged lines that cannot be eliminated... HOT 3
- Dramatically boost performance by lowering AO resolution HOT 8
- .setDisplayMode Overlay HOT 3
- Turning on HalfRes on a Samsung A32 turns a part of the scene black/dark HOT 15
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