初始化时,THREEjs无法在JSON模型上使用该材质。给我WebGL错误

时间:2013-06-19 16:28:23

标签: three.js

我只是想在我从blender导出的网格上获取一个材质。当我使用JSONLoader时,网格显示没有问题,但是我无法获得我导出的材质。我到处寻找答案,但没有运气。这是我的代码:

function init() {
            renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild( renderer.domElement );

            camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
            camera.position.z = 10;
            camera.position.y = 3;

            scene = new THREE.Scene();

            loader = new THREE.JSONLoader(true);
            var texture = THREE.ImageUtils.loadTexture( 'bear_diffuse1.png' );
            var material = new THREE.MeshBasicMaterial({map: texture});

            loader.load( "bear_MODEL.js", createMesh, '' );
}

function createMesh(geometry, materials){
            mesh = new THREE.Mesh(geometry, THREE.MeshFaceMaterial(materials));
            mesh.scale.set( 5, 5, 5 );
            scene.add( mesh );
            camera.lookAt(mesh.position);
}

这只会使我的模型成为随机颜色。我也尝试过:

  

mesh = new THREE.Mesh(geometry,new THREE.MeshFaceMaterial(materials));

用于创建网格,但这给了我一个webgl错误:

  

.WebGLRenderingContext:GL错误:GL_INVALID_OPERATION:glDrawElements:尝试访问属性1中超出范围的顶点

我一直在寻找答案但是每个人似乎都在建议这些选项,而且没有一个能够正常运作。以下是从搅拌机中导出的材料

"materials" : [ {
    "DbgColor" : 15658734,
    "DbgIndex" : 0,
    "DbgName" : "Material.001",
    "blending" : "NormalBlending",
    "colorAmbient" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
    "colorDiffuse" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
    "colorSpecular" : [0.0, 0.0, 0.0],
    "depthTest" : true,
    "depthWrite" : true,
    "mapDiffuse" : "bear_diffuse1.png",
    "mapDiffuseWrap" : ["repeat", "repeat"],
    "shading" : "Basic",
    "specularCoef" : 50,
    "transparency" : 1.0,
    "transparent" : false,
    "vertexColors" : false
},

{
    "DbgColor" : 15597568,
    "DbgIndex" : 1,
    "DbgName" : "Material.001",
    "blending" : "NormalBlending",
    "colorAmbient" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
    "colorDiffuse" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
    "colorSpecular" : [0.0, 0.0, 0.0],
    "depthTest" : true,
    "depthWrite" : true,
    "mapDiffuse" : "bear_diffuse1.png",
    "mapDiffuseWrap" : ["repeat", "repeat"],
    "shading" : "Basic",
    "specularCoef" : 50,
    "transparency" : 1.0,
    "transparent" : false,
    "vertexColors" : false
},

不确定从这里去哪里或我做错了什么。 编辑我从材料中删除了纹理并且工作正常。任何人都知道如何使纹理不会引发webGL错误?

1 个答案:

答案 0 :(得分:0)

我明白了。我的模型没有UV,所以纹理没有任何地图可以映射到webGL错误。抱歉这个毫无意义的问题。