在three.js中的球体上使用纹理

时间:2013-06-25 21:54:48

标签: javascript html html5-canvas three.js

我可以使用javascript和three.js库创建一个球体。然而,我有一个想要覆盖在球体顶部的图像,每当我这样做时,球体变成黑色球体,没有图像投射在它上面。以下是我实现它的方式:       var renderer = new THREE.WebGLRenderer();       renderer.setSize(window.innerWidth,window.innerHeight);       document.body.appendChild(renderer.domElement);

  // camera
  var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;

  // scene
  var scene = new THREE.Scene();

  // sphere
  // the first argument of THREE.SphereGeometry is the radius, the second argument is
  // the segmentsWidth, and the third argument is the segmentsHeight.  Increasing the 
  // segmentsWidth and segmentsHeight will yield a more perfect circle, but will degrade
  // rendering performance
  var texture = THREE.ImageUtils.loadTexture('beach.jpg', {}, function() {
  renderer.render(scene, camera);
  });

  texture.needsUpdate = true;
//  texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
//  texture.repeat.set( 125, 125 );
//  texture.offset.set( 15, 15 );
 // texture.needsUpdate = true;
  var material = new THREE.MeshBasicMaterial({map: texture});
  var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 100, 100), material);      
  //mesh = new THREE.Mesh(sphere, material);
  //scene.add(mesh);
 // var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 100, 100), new THREE.MeshNormalMaterial());
 // sphere.overdraw = true;
  scene.add(sphere);


  renderer.render(scene, camera);

我已经尝试了所有内容并且图像没有成功覆盖在球体之上,我如何使用three.js进行此操作?我的“beach.jpg”文件与index.html位于同一目录中。

感谢您的时间,

1 个答案:

答案 0 :(得分:0)

尝试添加图像加载器。 在将图片用作纹理之前,必须完整加载图片。 更多详情:https://github.com/mrdoob/three.js/issues/1751