Three.js - 闪烁的纹理

时间:2013-07-06 10:31:58

标签: javascript three.js webgl blender

我正在尝试加载从blender导出的JSON文件。 文件中有两个网格和两个材质。 这是我用来加载JSON的代码。

var self = this;
var mushroomLoader = new THREE.JSONLoader();
    mushroomLoader.load('/js/Mushroom.js', function(mushroomGeometry, mushroomMaterial) {
    var shrooms = new THREE.Object3D();
    var mushroomCount = 10;
    var radius = 30;
        for(var i = 0; i < mushroomCount; i++) {
        var m = new THREE.Object3D();
    m.add(new THREE.Mesh(mushroomGeometry, mushroomMaterial[0]));
    m.add(new THREE.Mesh(mushroomGeometry, mushroomMaterial[1]));
        m.position.x = radius * Math.cos(Math.PI * 2 * i / mushroomCount);
        m.position.z = radius * Math.sin(Math.PI * 2 * i / mushroomCount);
    shrooms.add(m);
    }
    self.scene.add(shrooms);
}, 'images/textures');

将蘑菇分成两个网,顶部和树干。我正在使用MeshPhongMaterial。闪烁/消失的纹理位于顶部。奇怪的是,其中一些显示正确。

1 个答案:

答案 0 :(得分:0)

你是对的@WestLangley! 我改变了我的代码

var m = new THREE.Object3D();
m.add(new THREE.Mesh(mushroomGeometry, mushroomMaterial[0]));
m.add(new THREE.Mesh(mushroomGeometry, mushroomMaterial[1]));

var m = new THREE.Mesh(mushroomGeometry, new THREE.MeshFaceMaterial(mushroomMaterial));

我不再有问题了。回想起来似乎很简单。我认为THREE.SceneUtils.createMultiMaterialObject对两个网格都使用相同的几何体是很奇怪的。