In order to solve the problem of z-fighting, I limited the near and far of camera to a small range.But when I want to add a larger object,it was culled by view frustum.
I tried object3d.frustumCulled property,not working as expected,the reason is as follows:
https://github.com/mrdoob/three.js/issues/12170
So,is there a way to ensure that some specific objects are not frustum culled without changing the camera near and far? THX.
frustrumCulled = falsedoesn't mean that it will show up when beyond the "far" camera range. Think of it this way: When the object goes too far right, it'll go off-screen until it's not visible by the camera. The same thing happens when you push it away from the camera, once it's beyond the "far" value, it's out of the camera's viewport, regardles on whether frustrum culling is enabled or not. You'll have to reconsider your z-fighting solution. Why don't you simply move the conflicting faces a little further apart? - Marquizzo