{"action":"created","issue":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/9937","repository_url":"https://api.github.com/repos/mrdoob/three.js","labels_url":"https://api.github.com/repos/mrdoob/three.js/issues/9937/labels{/name}","comments_url":"https://api.github.com/repos/mrdoob/three.js/issues/9937/comments","events_url":"https://api.github.com/repos/mrdoob/three.js/issues/9937/events","html_url":"https://github.com/mrdoob/three.js/issues/9937","id":185162419,"number":9937,"title":"Rendering issue using a 3D texture workaround","user":{"login":"jonathanlurie","id":1303310,"avatar_url":"https://avatars.githubusercontent.com/u/1303310?v=3","gravatar_id":"","url":"https://api.github.com/users/jonathanlurie","html_url":"https://github.com/jonathanlurie","followers_url":"https://api.github.com/users/jonathanlurie/followers","following_url":"https://api.github.com/users/jonathanlurie/following{/other_user}","gists_url":"https://api.github.com/users/jonathanlurie/gists{/gist_id}","starred_url":"https://api.github.com/users/jonathanlurie/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jonathanlurie/subscriptions","organizations_url":"https://api.github.com/users/jonathanlurie/orgs","repos_url":"https://api.github.com/users/jonathanlurie/repos","events_url":"https://api.github.com/users/jonathanlurie/events{/privacy}","received_events_url":"https://api.github.com/users/jonathanlurie/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":7,"created_at":"2016-10-25T16:06:27Z","updated_at":"2016-10-27T07:37:21Z","closed_at":null,"body":"I am developping a tool for performing oblique slicing of neuro images, I am using shaders for the image projection. The projection seems to work well but I have some strange rendering artifacts in shapes of dashes. This occurs only when the projection is oblique (or at least not in the native ortho). Here is [the image](https://i.imgur.com/htmv5fE.jpg) I use as a texture, it's 64 images and each is 64x64px, for a total of 64x4096px.\r\n\r\nThe workaround I use is the solution suggested by [gman on SO](https://stackoverflow.com/questions/23006414/3d-texture-in-webgl-three-js-using-2d-texture-workaround). I also tried my own version, that uses simple nearest neighbor, but I have exactly the same issue. Note that, depending on the camera positioning, the dashes appear with a different frequency, this is why I am thinking of a rendering issue rather than a sampling issue. Also, these dashes seem to show in-between the native slices (when in oblique projection).\r\n\r\n![screenshot from 2016-10-25 11 15 18](https://cloud.githubusercontent.com/assets/1303310/19693773/b5f9ef6a-9aaa-11e6-8de2-ab6990c0ccec.png)\r\n\r\n![screenshot from 2016-10-25 11 15 29](https://cloud.githubusercontent.com/assets/1303310/19693775/bb631eb8-9aaa-11e6-8b20-17971414f0c2.png)\r\n\r\n[I made a fiddle](http://jsfiddle.net/jonathanlurie/Lqb1o862/2/).\r\n\r\nDo you think it's a shader issue? Or maybe there is some OpenGL ES thingy to enable/disable?\r\n\r\n##### Three.js version\r\n\r\n- [ ] Dev\r\n- [ ] r82\r\n- [x] r79\r\n\r\n##### Browser\r\n\r\n- [x] All of them\r\n- [ ] Chrome\r\n- [ ] Firefox\r\n- [ ] Internet Explorer\r\n\r\n##### OS\r\n\r\n- [x] All of them\r\n- [ ] Windows\r\n- [ ] Linux\r\n- [ ] Android\r\n- [ ] IOS\r\n\r\n\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/256569185","html_url":"https://github.com/mrdoob/three.js/issues/9937#issuecomment-256569185","issue_url":"https://api.github.com/repos/mrdoob/three.js/issues/9937","id":256569185,"user":{"login":"NicolasRannou","id":214063,"avatar_url":"https://avatars.githubusercontent.com/u/214063?v=3","gravatar_id":"","url":"https://api.github.com/users/NicolasRannou","html_url":"https://github.com/NicolasRannou","followers_url":"https://api.github.com/users/NicolasRannou/followers","following_url":"https://api.github.com/users/NicolasRannou/following{/other_user}","gists_url":"https://api.github.com/users/NicolasRannou/gists{/gist_id}","starred_url":"https://api.github.com/users/NicolasRannou/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/NicolasRannou/subscriptions","organizations_url":"https://api.github.com/users/NicolasRannou/orgs","repos_url":"https://api.github.com/users/NicolasRannou/repos","events_url":"https://api.github.com/users/NicolasRannou/events{/privacy}","received_events_url":"https://api.github.com/users/NicolasRannou/received_events","type":"User","site_admin":false},"created_at":"2016-10-27T07:37:21Z","updated_at":"2016-10-27T07:37:21Z","body":"Nice!\r\n\r\nYes I tried bigger but as you said `7000x7000x7000` is definitely too big to be loaded all at once.\r\nRight now, we can only load 14x4096x4096 16 bits voxels at once in the shaders.\r\n\r\nYes fetching the right data and resolution from the server on demand could work. Please do not hesitate to post on stackoverflow if you have questions or open issues on https://github.com/FNNDSC/ami/issues if you have any question, suggestions, or just to continue the conversation!"}}
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