my question is regarding making some vertices/triangles invisible in bufferGeometry. I have copied this shader from another question:
<script type="x-shader/x-vertex" id="vertexshader">
attribute float visible;
varying float vVisible;
attribute vec3 color;
varying vec3 vColor;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vColor = color;
vVisible = visible;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
varying float vVisible;
varying vec3 vColor;
void main() {
if (vVisible > 0.0) {
gl_FragColor = vec4(vColor, 1.0);
}else
discard;
}
</script>
and then this is how I defined the buffer geometry:
var geometry = new THREE.BufferGeometry();
var sides = 4;
var heightSegments = 1;
var height = 20;
var radius = 10;
var indices= [];
var vertices;
function vertexes(){
for (var j=0; j <=height; j = j + (height/heightSegments)) {
for (var i=0;i<=sides;i++) {
vertex.push([radius*Math.cos(2*Math.PI*i/sides),j,radius*Math.sin(2*Math.PI*i/sides)]);
}
}
for ( var j = 0; j<sides; j++ ) {
for (var i = 0 ; i <sides*heightSegments; i+=sides) {
indices.push(i + j);
indices.push(i + j + 1);
indices.push(i + sides + j + 1);
indices.push(i + j + 1);
indices.push(i + sides + j + 1 + 1);
indices.push(i + sides + j + 1);
}
}
} // three components per vertex
function updatePositions() {
for ( var k=0; k<(sides+1)*(heightSegments+1) ; k++ )
{
vertices[ k*3 + 0 ] = vertex[k][0];
vertices[ k*3 + 1 ] = vertex[k][1];
vertices[ k*3 + 2 ] = vertex[k][2];
line_visible[k] = 1;
line_colors[ k*3 + 0 ] = color.r;
line_colors[ k*3 + 1 ] = color.g;
line_colors[ k*3 + 2 ] = color.b;
}
}
vertexes();
vertices = new Float32Array( vertex.length*3 );
line_visible = new Float32Array(vertex.length);
var color = new THREE.Color(0xffff00);
var line_colors = new Float32Array(vertex.length*3);
updatePositions();
geometry.setIndex( indices );
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
geometry.addAttribute('color', new THREE.BufferAttribute(line_colors, 3));
geometry.addAttribute('visible', new THREE.BufferAttribute(line_visible, 1));
var shader_material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent
});
var mesh = new THREE.Mesh( geometry, shader_material );
scene.add(mesh);
so when I make some vertices or triangles hidden by this line of code:
geometry.attributes.visible.array[0]=0;
I also added this line of code after the line of code above:
geometry.attributes.visible.needsUpdate = true;
nothing changed! just to add that I randomly want to make them hidden, so I don't think setDrawRange
will work!