Comments (5)
Hey @ajayns,
glad to see you are pushing the library to its limits! :)
I've noticed the moveToFront
method was broken but this should now be fixed with the latest version of the library (6.0) I've just released. You might achieve what you want using this method but I understand this can be limited.
Unfortunately at the moment there are no way to specify a render order for each plane, but this might be a good improvement for a future release so I'll add this to my to do list.
There's however a dirty hack that might work here: translate the plane along the Z axis by a really small amount and force it's model view matrix to update.
Here's a little snippet:
plane._translation.z = 0.0001; // move the plane forward from a really small amount
plane._updateMVMatrix = true; // update its model view matrix to apply the translation
Let me know if that works.
Cheers,
from curtainsjs.
Since v6.1 it is now possible to specify a translation along Z axis in pixels with setRelativePosition
.
See: https://www.curtainsjs.com/plane-class.html#set-relative-position
This should fix the ugly workaround mentioned above, altho the renderOrder
property remains a possible future enhancement.
from curtainsjs.
Hey Martin,
Thanks again for your responses and quick fixes.
That definitely does do the job for me!
Since planes in this library are meant to closely mimic HTML <img />
s itself, what might be self intuitive is a variable that works similar to z-index. An alternative solution would be to include z-coordinate in the setRelativePosition
API but I doubt that'd be the best option.
from curtainsjs.
Hey @ajayns ,
yes, the idea would be to introduce something like a renderOrder
property to the planes similar to how three.js handles this: https://threejs.org/docs/#api/en/core/Object3D.renderOrder
I would have to rewrite the whole draw stack process of the lib. I'll definitely think about it tho and will leave this issue open with the "enhancement" label meanwhile.
As for your suggestion about using the setRelativePosition
method, I already thought about that but I think it would be counter-intuitive as the Z value would have to be in webgl units whereas the X and Y values are in pixel units. Thanks for the suggestion tho!
Cheers,
from curtainsjs.
Ahh I was unaware of those. Still kinda amazed by all the crazy stuff happening under the hood!
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Related Issues (20)
- Domain Warping HOT 1
- Planes are missing after resize HOT 3
- Multiple ShaderPasses per Plane HOT 3
- Incorrect sampler name HOT 2
- blocked because of a disallowed MIME type HOT 4
- Copying a texture with different sourceType doesn't work HOT 4
- Make an option for a plane with rounded edges
- ShaderPass transparensy
- error occuring in curtains s
- Changing current shaders HOT 2
- Different shaders for different events HOT 2
- Creating a GSAP and CurtainJs Slider Canvas Image Issue HOT 5
- Multiple Planes issue HOT 1
- when resizing positions of planes misplaced HOT 2
- Creating a new texture or setting the source of an existing one dynamically throws a WebGL render error HOT 1
- reusing a past video texture HOT 5
- Strange behaviour on Safari ping/pong shading flowmap example HOT 4
- WebGL2 Support HOT 2
- Typescript types. HOT 2
- autoResize disabled, but right after refresh, the curtain gets resized HOT 2
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