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THREE.Sprite getting position and scale right


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Hello guys,


I have a question. Above my models, I want to display the respective character name.


First I create a canvas for each name and use it as texture for my sprite.


var name = new THREE.Sprite(new THREE.SpriteMaterial({
  map: new THREE.Texture(canvas),
  useScreenCoordinates: false,
  transparent: true
Then I add it to my models mesh.
So far so good.
Now I have the problem that the Sprite is affected by the camera's distance.
name .scale.set(canvas.width, canvas.height, 1.0);
name.position.set(0, 10, 0);
This is stretching my sprite instead of displaying it at the canvas width and height.
Is there an option to display my sprite at exactly the canvas width/height ignoring camera perspective and distance?
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I think I have found a solution for my problem.

I will just add a new function to my entity system and calculate the screen position of my entity mesh. Then use screen coordination to display my sprite.

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