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I saw the issue you created in three.js about a SVG renderer: mrdoob/three.js#4875
I was wondering why you'd be looking for an SVG renderer since I guess it doesn't serve any purpose besides being cool. The webgl renderer has antialias turned on so as long as your geometry has enough detail you should be fine. You can convert text to geometry or try to use something like texture mipmapping with bitmap fonts to overcome the text rendering issues.
The SVG renderer will always be a lot slower since you're basically recreating part of the opengl pipeline. Could you give us some more info on what you're trying to achieve?
I'm in need to render to an SVG canvas, preserving the single elements of the DOM. For example if I render a 3D graph, I need to be able to select/interact to each node, path and text element, attach mouse over/click events and scripts. Also the vector elements names and labels should be indexable by search engines. They should be content, like HTML, not just opaque bitmaps. Also I need that the resulting 3d graph is vector based so the user can save it as an svg file and print it at high DPI without loss of quality.
Anyway, I found a native SVG renderer, SEEN.JS: https://github.com/themadcreator/seen
You can see a demo here, comparing Canvas rendering to SVG rendering: http://seenjs.io/demo-svg-canvas.html
I just need to adapt it and convert it to Dart.
Cannot find the three.js svg renderer (SVGRenderer.js) in your Dart port.
In the original three.js repo it's here:
https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/SVGRenderer.js
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