How to achieve the gradual disappearance of the line










0















I want to achieve the effect of the following figure:effect



Initially I implemented it using the GridHelperclass, but I can't achieve the effect.



Later I used the following code to achieve:



var materialcolor1 = new THREE.MeshBasicMaterial(
color: color1,
vertexColors: THREE.VertexColors,
linewidth: 30,
linecap: 'round',
linejoin: 'round',
transparent: true,
opacity: 0.5,
blending: THREE.MultiplyBlending);
var depthMaterial = new THREE.MeshDepthMaterial();
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-halfSize, 0, k));
geometry.vertices.push(new THREE.Vector3(halfSize, 0, k));
var line = new THREE.SceneUtils.createMultiMaterialObject(geometry,[material, depthMaterial]);


As a result, no lines are visible in the scene.
Where is the problem with my code? Or is there another effective way to do this?










share|improve this question
























  • I would use THREE.ShaderMaterial(). Either add a buffer attribute for opacity and process it in the shader or simply do the same just by coordinates of vertices.

    – prisoner849
    Nov 14 '18 at 16:14















0















I want to achieve the effect of the following figure:effect



Initially I implemented it using the GridHelperclass, but I can't achieve the effect.



Later I used the following code to achieve:



var materialcolor1 = new THREE.MeshBasicMaterial(
color: color1,
vertexColors: THREE.VertexColors,
linewidth: 30,
linecap: 'round',
linejoin: 'round',
transparent: true,
opacity: 0.5,
blending: THREE.MultiplyBlending);
var depthMaterial = new THREE.MeshDepthMaterial();
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-halfSize, 0, k));
geometry.vertices.push(new THREE.Vector3(halfSize, 0, k));
var line = new THREE.SceneUtils.createMultiMaterialObject(geometry,[material, depthMaterial]);


As a result, no lines are visible in the scene.
Where is the problem with my code? Or is there another effective way to do this?










share|improve this question
























  • I would use THREE.ShaderMaterial(). Either add a buffer attribute for opacity and process it in the shader or simply do the same just by coordinates of vertices.

    – prisoner849
    Nov 14 '18 at 16:14













0












0








0








I want to achieve the effect of the following figure:effect



Initially I implemented it using the GridHelperclass, but I can't achieve the effect.



Later I used the following code to achieve:



var materialcolor1 = new THREE.MeshBasicMaterial(
color: color1,
vertexColors: THREE.VertexColors,
linewidth: 30,
linecap: 'round',
linejoin: 'round',
transparent: true,
opacity: 0.5,
blending: THREE.MultiplyBlending);
var depthMaterial = new THREE.MeshDepthMaterial();
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-halfSize, 0, k));
geometry.vertices.push(new THREE.Vector3(halfSize, 0, k));
var line = new THREE.SceneUtils.createMultiMaterialObject(geometry,[material, depthMaterial]);


As a result, no lines are visible in the scene.
Where is the problem with my code? Or is there another effective way to do this?










share|improve this question
















I want to achieve the effect of the following figure:effect



Initially I implemented it using the GridHelperclass, but I can't achieve the effect.



Later I used the following code to achieve:



var materialcolor1 = new THREE.MeshBasicMaterial(
color: color1,
vertexColors: THREE.VertexColors,
linewidth: 30,
linecap: 'round',
linejoin: 'round',
transparent: true,
opacity: 0.5,
blending: THREE.MultiplyBlending);
var depthMaterial = new THREE.MeshDepthMaterial();
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-halfSize, 0, k));
geometry.vertices.push(new THREE.Vector3(halfSize, 0, k));
var line = new THREE.SceneUtils.createMultiMaterialObject(geometry,[material, depthMaterial]);


As a result, no lines are visible in the scene.
Where is the problem with my code? Or is there another effective way to do this?







three.js






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 14 '18 at 6:15









Vladimir Vagaytsev

2,17592327




2,17592327










asked Nov 14 '18 at 6:00









han moneybagshan moneybags

85




85












  • I would use THREE.ShaderMaterial(). Either add a buffer attribute for opacity and process it in the shader or simply do the same just by coordinates of vertices.

    – prisoner849
    Nov 14 '18 at 16:14

















  • I would use THREE.ShaderMaterial(). Either add a buffer attribute for opacity and process it in the shader or simply do the same just by coordinates of vertices.

    – prisoner849
    Nov 14 '18 at 16:14
















I would use THREE.ShaderMaterial(). Either add a buffer attribute for opacity and process it in the shader or simply do the same just by coordinates of vertices.

– prisoner849
Nov 14 '18 at 16:14





I would use THREE.ShaderMaterial(). Either add a buffer attribute for opacity and process it in the shader or simply do the same just by coordinates of vertices.

– prisoner849
Nov 14 '18 at 16:14












1 Answer
1






active

oldest

votes


















0














Two approaches of how you can achieve the desired result:






var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








share|improve this answer























  • Your method solved my problem perfectly.Thank you very much.

    – han moneybags
    Nov 15 '18 at 1:44












  • @hanmoneybags You're welcome :)

    – prisoner849
    Nov 15 '18 at 6:54










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1 Answer
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oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

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active

oldest

votes









0














Two approaches of how you can achieve the desired result:






var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








share|improve this answer























  • Your method solved my problem perfectly.Thank you very much.

    – han moneybags
    Nov 15 '18 at 1:44












  • @hanmoneybags You're welcome :)

    – prisoner849
    Nov 15 '18 at 6:54















0














Two approaches of how you can achieve the desired result:






var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








share|improve this answer























  • Your method solved my problem perfectly.Thank you very much.

    – han moneybags
    Nov 15 '18 at 1:44












  • @hanmoneybags You're welcome :)

    – prisoner849
    Nov 15 '18 at 6:54













0












0








0







Two approaches of how you can achieve the desired result:






var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








share|improve this answer













Two approaches of how you can achieve the desired result:






var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>





var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));

var lineMat = new THREE.ShaderMaterial(
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main()
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying float vOpacity;
void main()
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);

`,
transparent: true
);

var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);

// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");


grid.material = new THREE.ShaderMaterial(
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main()
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);

`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;

void main()
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);

`,
vertexColors: THREE.VertexColors,
transparent: true
);
scene.add(grid);

render();

function render()
requestAnimationFrame(render);
renderer.render(scene, camera);

body 
overflow: hidden;
margin: 0;

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>






share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 14 '18 at 17:29









prisoner849prisoner849

7,64821326




7,64821326












  • Your method solved my problem perfectly.Thank you very much.

    – han moneybags
    Nov 15 '18 at 1:44












  • @hanmoneybags You're welcome :)

    – prisoner849
    Nov 15 '18 at 6:54

















  • Your method solved my problem perfectly.Thank you very much.

    – han moneybags
    Nov 15 '18 at 1:44












  • @hanmoneybags You're welcome :)

    – prisoner849
    Nov 15 '18 at 6:54
















Your method solved my problem perfectly.Thank you very much.

– han moneybags
Nov 15 '18 at 1:44






Your method solved my problem perfectly.Thank you very much.

– han moneybags
Nov 15 '18 at 1:44














@hanmoneybags You're welcome :)

– prisoner849
Nov 15 '18 at 6:54





@hanmoneybags You're welcome :)

– prisoner849
Nov 15 '18 at 6:54

















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