我刚刚开始尝试THREE.js。我正在尝试不同的渲染器和相机组合。
我可以使用WebGLRenderer和OrthographicCamera或CanvasRenderer和PerspectiveCamera渲染一个简单的动画。但是如果我将CanvasRenderer与OrthographicCamera一起使用,我看不到任何渲染的图像。
CanvasRenderer应该与OrthographicCamera一起使用吗?有效的小提琴在这里:
http://jsfiddle.net/PXxLq/ - WebGL /正交 - 好的
http://jsfiddle.net/fXsKq/ - 画布/透视 - 确定
这是失败的代码:
<html>
<head>
<script src="https://raw.github.com/mrdoob/three.js/master/build/three.js"></script>
</head>
<body>
<script>
SCREEN_WIDTH = 200;
SCREEN_HEIGHT = 200;
var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 1, FAR = 1000;
var scene = new THREE.Scene();
// PerspectiveCamera good with CanvasRenderer
//var camera = new THREE.PerspectiveCamera(75, ASPECT, NEAR, FAR);
var camera = new THREE.OrthographicCamera( -SCREEN_WIDTH / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, -SCREEN_HEIGHT / 2, NEAR, FAR );
var renderer = new THREE.CanvasRenderer();
// WebGLRenderer good with OrthographicCamera
//var renderer = new THREE.WebGLRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.CubeGeometry(50,50,50);
var material = new THREE.MeshBasicMaterial({color: 0x000000, wireframe: true });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 100;
function render() {
requestAnimationFrame(render);
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
render();
</script>
</body>
</html>
答案 0 :(得分:1)
对于CanvasRenderer
,使用OrthographicCamera
时,near
平面必须为负数。
这似乎是一个错误。
编辑:此错误已得到修复。现在,近平面应该总是正面的。
three.js r.55
答案 1 :(得分:0)
列出项目
<script src="build/three.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera
( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var render = function () {
requestAnimationFrame( render );
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
};
render();
</script>