definition:
anisotropy: the number of samples along the axis through the pixel having the highest pixel density of the texture. By default, this value is 1. The higher mipmap values produce substantially less than the ambiguous results , but requires more texture samples. Use renderer.getMaxAnisotropy () to find the maximum effective anisotropy GPU; This value is usually a power of two.
So what effect can achieve it: If you want to narrow the object when any course is relatively clear, you can anisotropy: set up large;
We look at the official stories:
https://threejs.org/examples/#webgl_animation_cloth
We set about re- value anisotropy of:
When is 16, we zoom a page to best effect under:
When set to 1: