我想创建一个天幕,并制作了shpere,纹理加载也很好,但我无法将相机移动到球体内部。 球体消失了。我知道这是一个业余问题,但无法看到球体的内部。
是某种切割或Z缓冲问题吗?
我该如何解决?
我的代码:
<html>
<head>
<script src="js/jquery-1.8.3.min.js"></script>
<script src="js/three.min.js"></script>
</head>
<body>
<div id="container">
</div>
<script>
function addSpaceSphere( ){
// set up the sphere vars
var radius = 200,
segments = 16,
rings = 16;
var material = new THREE.MeshPhongMaterial({
color:0xFFFFFF,
map: THREE.ImageUtils.loadTexture( 'textures/SPACE014SX.png' )
});
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(
radius,
segments,
rings
),
material
);
// add the sphere to the scene
scene.add(sphere);
}
function addLights(){
// create a point light
var ambient = new THREE.AmbientLight( 0xFFFFFF );
scene.add( ambient );
}
function render() {
camera.lookAt( focus );
camera.updateProjectionMatrix();
renderer.render( scene, camera );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function createScene(){
// add the camera to the scene
scene.add(camera);
// the camera starts at 0,0,0
// so pull it back
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 300;
// start the renderer
renderer.setSize(WIDTH, HEIGHT);
$container.append(renderer.domElement);
addSpaceSphere( );
addLights();
animate();
}
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.01,
FAR = 10000;
var focus = new THREE.Vector3( 0, 0, 0 );
var isUserInteracting = false,
onPointerDownPointerX = 0, onPointerDownPointerY = 0,
lon = 0, onPointerDownLon = 0,
lat = 0, onPointerDownLat = 0,
phi = 0, theta = 0;
var $container = $('#container');
// create a WebGL renderer, camera
// and a scene
//var renderer = new THREE.CanvasRenderer();
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE, ASPECT, NEAR, FAR
);
var scene = new THREE.Scene();
createScene();
</script>
</body>
答案 0 :(得分:5)
使天桥材料双面 - 它被剔除。将'side'属性设置为THREE.DoubleSide
(如果相机仅在球体内,则THREE.BackSide也应该有效)