是否可以使用Three / Cube渲染更改某些内容?
这是Y轴上的旋转立方体。 是否可以保留多维数据集背面的东西?
像这样的东西 (糟糕的绘图) 是否也可以删除那些小的白线? 我觉得那些很烦人的
我很久以前使用的代码。 R34或者其他什么,如果我没有误会。 任何人都知道R65中是否仍有可能吗?
var camera, scene, renderer;
init();
setInterval( loop, 1000 / 60 );
function init() {
var height = 300;
var width = 300;
camera = new THREE.Camera(10, height/width,10, 1000);
scene = new THREE.Scene();
var hat_materials = [
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') }),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') }),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') }),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') }),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') }),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') })
];
hat = new THREE.Mesh( new Cube(8, 8, 8, 1, 1, hat_materials), new THREE.MeshFaceMaterial());
hat.position.x = 0;
hat.position.y = -10;
hat.position.z = 0;
scene.addObject(hat);
renderer = new THREE.CanvasRenderer();
renderer.setSize( width,height);
document.getElementById("holder").appendChild(renderer.domElement);
}
var xvar = 0;
function loop() {
var speed = $("#speed").val()
xvar += Math.PI/speed
camera.target.position.x = 0;
camera.target.position.y = -11;
camera.target.position.z = 0;
camera.position.x = 0 - 100*Math.sin(xvar);
camera.position.y = 20;
camera.position.z = 0 - 100*Math.cos(xvar);
renderer.render( scene, camera );
}
答案 0 :(得分:0)
尝试双面制作材料:
var material = new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png'),side:THREE.DoubleSide});
所以你的代码是:
var camera, scene, renderer;
init();
setInterval( loop, 1000 / 60 );
function init() {
var height = 300;
var width = 300;
camera = new THREE.Camera(10, height/width,10, 1000);
scene = new THREE.Scene();
var hat_materials = [
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') },side:THREE.DoubleSide),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') },side:THREE.DoubleSide),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') },side:THREE.DoubleSide),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') },side:THREE.DoubleSide),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') },side:THREE.DoubleSide),
new THREE.MeshBasicMaterial({map:ImageUtils.loadTexture('crate1.png') ,side:THREE.DoubleSide})
];
hat = new THREE.Mesh( new Cube(8, 8, 8, 1, 1, hat_materials), new THREE.MeshFaceMaterial());
hat.position.x = 0;
hat.position.y = -10;
hat.position.z = 0;
scene.addObject(hat);
renderer = new THREE.CanvasRenderer();
renderer.setSize( width,height);
document.getElementById("holder").appendChild(renderer.domElement);
}
var xvar = 0;
function loop() {
var speed = $("#speed").val()
xvar += Math.PI/speed
camera.target.position.x = 0;
camera.target.position.y = -11;
camera.target.position.z = 0;
camera.position.x = 0 - 100*Math.sin(xvar);
camera.position.y = 20;
camera.position.z = 0 - 100*Math.cos(xvar);
renderer.render( scene, camera );
}