问题:当WebGLRenderer()附加在document.body中时,一切都显示正常但是当在Canvas中附加WebGLRenderer()时,什么都没有显示。
这是我的代码:此时,在代码中,渲染器被附加在Canvas中(搜索:canvasObj.appendChild(renderer.domElement))并且没有显示任何内容,但是当在document.body,mesh中添加渲染器时/ image显示正常。
<html>
<head>
<title>Scroller</title>
</head>
<body bgcolor="#100000">
<canvas id="canvas1" width="640" height="480" color="#000000"></canvas></div>
<!--<script src="https://raw.github.com/mrdoob/three.js/master/build/three.js">-->
<script src="../build/three.js"></script>
<script src="objloader.js"></script>
<script>
var camera, scene, renderer, cameraControls;
var canvasObj= document.getElementById('canvas1');
var canvasWidth = 1024;
var canvasHeight = 768;
var mousePrevLocation = 0;
var canvasRatio = 1;
var distance = 500;
var objectCameraDistance = 1000;
var images = "images/B1.png";
var clock = new THREE.Clock();
var images_Object = new Array();
var mesh_Object = new Array();
var mesh_parent = new Array();
loadImages();
//scroll();
function loadImages(){
var zPos=0;
var img = new Image();
img.src =images;
images_Object = img;
img.onload = function(){
console.log(images_Object.width);
canvasSize("images/B2.png");
while(true){
if(images_Object.width>0){
break;
}
}
}
}
function canvasSize(image){
var background = new Image();
background.onload = function(){
canvasRatio = (this.width)/(this.height);
canvasWidth = this.width/5;
canvasHeight = this.height/5;
canvasObj.width=canvasWidth;
canvasObj.height=canvasHeight;
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
initRenderer(camera);
}
background.src =image;
}
function initRenderer(camera) {
camera = camera;
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize( window.innerWidth, window.innerHeight );
canvasObj.appendChild(renderer.domElement);
//document.body.appendChild(renderer.domElement);
camera.position.z = objectCameraDistance;
scene = new THREE.Scene();
window.addEventListener( 'resize', onWindowResize, false );
addObjects(images);
animate();
}
function addObjects(){
var zPos=0;
var scale = 1;
var scaleFactor = 0;
var geometry = new THREE.PlaneGeometry(images_Object.width,images_Object.height,20);
var texture = THREE.ImageUtils.loadTexture( images_Object.src );
var material = new THREE.MeshBasicMaterial( { map: texture , transparent: true,wireframe: false});
mesh = new THREE.Mesh( geometry, material );
mesh_Object= mesh;
mesh.position.z =zPos;
mesh.scale.set(scale,scale,scale);
scale = scale + (( objectCameraDistance + distance)/objectCameraDistance) - 1;
scene.add( mesh );
zPos -= distance;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
</script></body></html>
答案 0 :(得分:0)
查看WebGLRenderer
的文档。 (http://threejs.org/docs/58/#Reference/Renderers/WebGLRenderer)。您需要在创建时将画布作为参数传递给渲染器。