有没有办法在Three.js中使用TEXTURE_2D作为纹理?
我有非常高分辨率的图像,我试图在Three.js图像查看器中使用。性能现在是一个问题,所以我试图将图像转换为POT,看看它是否有任何区别。我使用的是此处建议的脚本:http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences
function createTextureFromImage(image) {
var gl = renderer.context;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
if (!isPowerOfTwo(image.width) || !isPowerOfTwo(image.height)) {
// Scale up the texture to the next highest power of two dimensions.
var canvas2 = document.createElement("canvas");
canvas2.width = nextHighestPowerOfTwo(image.width);
canvas2.height = nextHighestPowerOfTwo(image.height);
var ctx = canvas2.getContext("2d");
ctx.drawImage(image, 0, 0, image.width, image.height);
image = canvas2;
}
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
但我无法想象如何使用THREE.Texture返回纹理对象。有什么想法吗?
编辑1: 我正在查看Three.js代码,发现它隐含地做了类似于我想要实现的内容: https://github.com/mrdoob/three.js/blob/master/src/loaders/Loader.js
有人可以确认吗?
答案 0 :(得分:2)
这样的事情应该有效:
function createTextureFromImage( image ) {
var canvas = document.createElement( "canvas" );
canvas.width = nextHighestPowerOfTwo( image.width );
canvas.height = nextHighestPowerOfTwo( image.height );
var ctx = canvas2.getContext( "2d" );
ctx.drawImage( image, 0, 0, image.width, image.height );
return canvas;
}
var texture = new THREE.Texture( createTextureFromImage( image ) );