我遇到的问题是,立方体和球体看起来像是用平面剪裁的。当我将立方体(使用键盘)移向场景背面时,似乎会发生这种情况。当我使用轨迹球控件在场景中移动时也会发生这种情况。有时立方体和球体是可见的,即使我转动相机,所以我看着飞机的底部。
一些可能有用的代码,包含相机变量,平面,球体和立方体的创建。我也有图像:http://imgur.com/0VlZLmP
//CAMERA
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45;
var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT;
var NEAR = 0.1;
var FAR = 20000;
//Renderer
ShapeShifter.renderer = new THREE.CanvasRenderer();
//Sphere
var sphereGeometry = new THREE.SphereGeometry( 50, 32, 16 );
var sphereMaterial = new THREE.MeshLambertMaterial( { color: 0x8888FF, overdraw: true } );
ShapeShifter.sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
ShapeShifter.sphere.position.set( 100, 50, -10 );
ShapeShifter.scene.add( ShapeShifter.sphere );
//Cube
var cubeGeometry = new THREE.CubeGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshBasicMaterial( { color: 0xFF4422 } );
ShapeShifter.cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
ShapeShifter.scene.add( ShapeShifter.cube );
ShapeShifter.cube.position.set( -40, 50, 200 );
//Floor
var floorGeometry = new THREE.PlaneGeometry( 1000, 1000 );
var floorMaterial = new THREE.MeshBasicMaterial( { color: 0x4DBD33, overdraw: true } );
ShapeShifter.floor = new THREE.Mesh( floorGeometry, floorMaterial );
ShapeShifter.floor.material.side = THREE.DoubleSide;
ShapeShifter.floor.position.y = 0;
ShapeShifter.floor.rotation.x = Math.PI / 2;
ShapeShifter.scene.add( ShapeShifter.floor );
答案 0 :(得分:1)
这是CanvasRenderer
的已知限制。
您可以通过增加几何体的细分 - 特别是平面来减少这些瑕疵。
var floorGeometry = new THREE.PlaneGeometry( 1000, 1000, 10, 10 ); // will help
var cubeGeometry = new THREE.CubeGeometry( 50, 50, 50, 2, 2, 2 ); // may help