This is driving me a bit mad - I'm procedurally generating a geometry when my app initialises, but have noticed that it only becomes visible at particular camera positions. I noticed this first from changing the initialisation distance, and found that the geometry only became visible if the camera was specifically initialised at less than 36.025. If the camera started further away (at the same orientation), the geometry is never visible. Trying different starting positions has different effects on visibility. I've disabled frustum culling and depth-testing with no effect, and I'm out of ideas for how to debug this - help appreciated!
In the video clip, the first initialisation is done with camDist set to 36.024. At the refresh it's set to 36.025, with the orientation kept the same. (Edit - I just realised I don't zoom in after the change in the video, but zooming doesn't make a difference)
Extra info
- The magic camera distance number is also independent of canvas size
- There are no errors/warnings in the console
- The draw calls/geometries count is the same in both cases
- I'm not doing anything special with the geometry - just setting the positions array and index to draw them, the same as all the other geometry in the scene
- Using a MeshBasicMaterial with wireframe true