我有这个小测试脚本,我将在下面尝试包含这些脚本。它适用于Chrome,但不适用于IE10。 IE10给了我一个漂亮的白色屏幕。我尝试使用meta-equiv来帮助IE10获得提示,但这并没有改变任何东西(在任何一个浏览器中)。请帮忙。
<!-- language: lang-js -->
<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="three.min.js"></script>
<script defer="defer">
// http://www.aerotwist.com/tutorials/getting-started-with-three-js/
var cubes = [];
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, 5000);
camera.position.z = 800;
// scene
var scene = new THREE.Scene();
// material
var phongMaterial = new THREE.MeshPhongMaterial({ambient: 0x555555,
color: 0x555555,
specular: 0xffffff,
shininess: 50,
side: THREE.FrontSide,
shading: THREE.SmoothShading});
var phongBack = new THREE.MeshPhongMaterial({ambient: 0x555555,
color: 0x995555,
specular: 0xffffff,
shininess: 50,
side: THREE.BackSide,
shading: THREE.SmoothShading});
var materials = [phongMaterial, phongBack];
// cube
//var cube = new THREE.Mesh(new THREE.CubeGeometry(200, 200, 200), material);
var geom = new THREE.Geometry();
var a = 100;
var b = 100;
var c = 300;
var geom = new THREE.Geometry();
var halfPi = (Math.PI / 2.0);
var u = -halfPi;
var uInc = Math.PI / 200.0;
var v = - Math.PI;
var vInc = uInc * 2.0;
var vertexNdx = 0;
var vs = [];
var on = true;
while (u < halfPi) {
var oneLine = [];
vs.push(oneLine);
while (v < Math.PI) {
var x = a * Math.cos(u) * Math.cos(v);
var y = b * Math.cos(u) * Math.sin(v);
var z = c * Math.sin(v) * Math.sin(u);
x += Math.random();
y += Math.random();
z += Math.random();
var v1 = new THREE.Vector3(x, y, z);
geom.vertices.push(v1);
oneLine.push(vertexNdx++);
if (on)
{
if (vs.length > 1 && oneLine.length > 1)
{
var uNdx = vs.length - 1;
var vNdx = oneLine.length - 1;
geom.faces.push(new THREE.Face3(vs[uNdx - 1][vNdx - 1],
vs[uNdx - 1][vNdx],
vs[uNdx][vNdx - 1]));
geom.faces.push(new THREE.Face3(vs[uNdx][vNdx - 1],
vs[uNdx - 1][vNdx],
vs[uNdx][vNdx]));
}
//on = false;
}
else
{
on = true;
}
v += vInc;
}
v = -Math.PI;
u += uInc;
}
var oneLine = vs[0];
var uNdx = vs.length - 1;
for (var vNdx = 1; vNdx < oneLine.length; vNdx++)
{
geom.faces.push(new THREE.Face3(vs[0][vNdx - 1],
vs[0][vNdx],
vs[uNdx][vNdx - 1]));
geom.faces.push(new THREE.Face3(vs[uNdx][vNdx - 1],
vs[0][vNdx],
vs[uNdx][vNdx]));
}
geom.computeFaceNormals();
var cube = new THREE.SceneUtils.createMultiMaterialObject(geom, materials);
cube.overdraw = true;
cube.rotation.x = Math.PI * 0.1;
scene.add(cube);
cubes.push(cube);
var geom = new THREE.Geometry();
var a = 100;
var b = 100;
var c = 300;
var geom = new THREE.Geometry();
var halfPi = (Math.PI / 2.0);
var u = -halfPi;
var uInc = Math.PI / 200.0;
var v = - Math.PI;
var vInc = uInc * 2.0;
var vertexNdx = 0;
var vs = [];
var on = true;
while (u < halfPi) {
var oneLine = [];
vs.push(oneLine);
var xRand = Math.random();
while (v < Math.PI) {
var x = a * Math.cos(u) * Math.cos(v);
var y = b * Math.cos(u) * Math.sin(v);
var z = c * Math.sin(v) * Math.sin(u);
x += xRand;
y += Math.random();
z += Math.random();
var v1 = new THREE.Vector3(x, y, z);
geom.vertices.push(v1);
oneLine.push(vertexNdx++);
if (on)
{
if (vs.length > 1 && oneLine.length > 1)
{
var uNdx = vs.length - 1;
var vNdx = oneLine.length - 1;
geom.faces.push(new THREE.Face3(vs[uNdx - 1][vNdx - 1],
vs[uNdx - 1][vNdx],
vs[uNdx][vNdx - 1]));
geom.faces.push(new THREE.Face3(vs[uNdx][vNdx - 1],
vs[uNdx - 1][vNdx],
vs[uNdx][vNdx]));
}
//on = false;
}
else
{
on = true;
}
v += vInc;
}
v = -Math.PI;
u += uInc;
}
var oneLine = vs[0];
var uNdx = vs.length - 1;
for (var vNdx = 1; vNdx < oneLine.length; vNdx++)
{
geom.faces.push(new THREE.Face3(vs[0][vNdx - 1],
vs[0][vNdx],
vs[uNdx][vNdx - 1]));
geom.faces.push(new THREE.Face3(vs[uNdx][vNdx - 1],
vs[0][vNdx],
vs[uNdx][vNdx]));
}
geom.applyMatrix(new THREE.Matrix4().translate(new THREE.Vector3(200, 0, 0)));
geom.computeFaceNormals();
var cube = new THREE.SceneUtils.createMultiMaterialObject(geom, materials);
cube.overdraw = true;
cube.rotation.x = Math.PI * 0.1;
scene.add(cube);
cubes.push(cube);
var geom = new THREE.Geometry();
var a = 100;
var b = 100;
var c = 300;
var geom = new THREE.Geometry();
var halfPi = (Math.PI / 2.0);
var u = -halfPi;
var uInc = Math.PI / 200.0;
var v = - Math.PI;
var vInc = uInc * 2.0;
var vertexNdx = 0;
var vs = [];
var on = true;
while (u < halfPi) {
var oneLine = [];
vs.push(oneLine);
var yRand = Math.random();
while (v < Math.PI) {
var x = a * Math.cos(u) * Math.cos(v);
var y = b * Math.cos(u) * Math.sin(v);
var z = c * Math.sin(v) * Math.sin(u);
x += Math.random();
y += yRand;
z += Math.random();
var v1 = new THREE.Vector3(x, y, z);
geom.vertices.push(v1);
oneLine.push(vertexNdx++);
if (on)
{
if (vs.length > 1 && oneLine.length > 1)
{
var uNdx = vs.length - 1;
var vNdx = oneLine.length - 1;
geom.faces.push(new THREE.Face3(vs[uNdx - 1][vNdx - 1],
vs[uNdx - 1][vNdx],
vs[uNdx][vNdx - 1]));
geom.faces.push(new THREE.Face3(vs[uNdx][vNdx - 1],
vs[uNdx - 1][vNdx],
vs[uNdx][vNdx]));
}
//on = false;
}
else
{
on = true;
}
v += vInc;
}
v = -Math.PI;
u += uInc;
}
var oneLine = vs[0];
var uNdx = vs.length - 1;
for (var vNdx = 1; vNdx < oneLine.length; vNdx++)
{
geom.faces.push(new THREE.Face3(vs[0][vNdx - 1],
vs[0][vNdx],
vs[uNdx][vNdx - 1]));
geom.faces.push(new THREE.Face3(vs[uNdx][vNdx - 1],
vs[0][vNdx],
vs[uNdx][vNdx]));
}
geom.applyMatrix(new THREE.Matrix4().translate(new THREE.Vector3(-200, 0, 0)));
geom.computeFaceNormals();
var cube = new THREE.SceneUtils.createMultiMaterialObject(geom, materials);
cube.overdraw = true;
cube.rotation.x = Math.PI * 0.1;
scene.add(cube);
cubes.push(cube);
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0xdddddd);
scene.add(ambientLight);
// directional lighting
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
var screenW = window.innerWidth;
var screenH = window.innerHeight;
var spdx = 0, spdy = 0, mouseX = 0, mouseY = 0, mouseDown = false;
document.addEventListener('mousemove', function(event) {
mouseX = event.clientX;
mouseY = event.clientY;
}, false);
document.body.addEventListener('mousedown', function(event) {
mouseDown = true;
}, false);
document.body.addEventListener('mouseup', function(event) {
mouseDown = false;
}, false);
function animate() {
spdy = (screenH / 2 - mouseY) / 40;
spdx = (screenW / 2 - mouseX) / 40;
if (mouseDown) {
for (var loop = 0; loop < cubes.length; loop++) {
var cube = cubes[loop];
cube.rotation.x = spdy;
cube.rotation.y = spdx;
}
}
renderer.render(scene, camera);
requestAnimationFrame(function(){
animate();
});
};
// start animation
animate();
</script>
</body>
</html>
如果你愿意,可以随意窃取我的小游戏测试代码。如果你做的东西看起来很酷,让我看看吧!我正在寻找以数学方式制作的有机形状。
答案 0 :(得分:2)
IE10不支持WebGL。我认为如果您只是从WebGLRenderer
切换到CanvasRenderer
,您的代码就会有效,但照明效果不会那么准确。