我是一个非常绿色的新手试图理解纹理和几何。下面的代码应该渲染三角形并将图像应用为纹理。但是,我收到以下错误:
.WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
任何想法?
var scene = new THREE.Scene(),
geometry = new THREE.Geometry();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, .1, 1000);
renderer = new THREE.WebGLRenderer();
geometry.vertices.push(new THREE.Vector3(-1, -1, 0));
geometry.vertices.push(new THREE.Vector3(-1, 1, 0));
geometry.vertices.push(new THREE.Vector3(1, -1, 0));
geometry.faces.push( new THREE.Face3(0, 2, 1));
geometry.faceVertexUvs[ 0 ].push(
THREE.Vector2( 0, 1),
THREE.Vector2( 1, 1),
THREE.Vector2( 1, 0)
);
geometry.computeCentroids();
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var material = new THREE.MeshBasicMaterial({
//color: 0xFF0000,
//wireframe: true,
map : THREE.ImageUtils.loadTexture('cheese2.231104333_std.jpg')
});
var shape = new THREE.Mesh(geometry, material);
shape.doubleSided = true;
shape.overdraw = true;
scene.add(shape);
camera.position.z = 10;
renderer.setClearColorHex(0x00000, 1);
renderer.setSize( window.innerWidth, window.innerHeight);
renderer.render(scene, camera);
document.body.appendChild(renderer.domElement);
答案 0 :(得分:1)
您需要在以下代码中推送array
。确保UVs正确映射到顶点。
geometry.faceVertexUvs[ 0 ].push( [ new THREE.Vector2( 1, 0 ), new THREE.Vector2( 1, 1 ), new THREE.Vector2( 0, 1 ) ] );
mesh.doubleSided
已替换为material.side = THREE.DoubleSide
。请务必从官方的three.js示例中学习,并避免使用网上的旧例子。
纹理加载是异步的,您可能只渲染一次,可能在纹理加载之前。添加动画循环。
three.js r.60