我无法弄清楚这个小提琴中的错误(http://jsfiddle.net/resistdesign/s6npL/),根据文档和一些例子等,灯光应该正常工作。
var camera, scene, renderer, geometry, material, mesh, light1;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
geometry = new THREE.CubeGeometry(200, 200, 200);
material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0xffffff, shininess: 50, shading: THREE.SmoothShading } );
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
scene.add( new THREE.AmbientLight( 0x000000 ) );
light1 = new THREE.PointLight( 0xff0040, 2, 50 );
scene.add( light1 );
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var time = Date.now() * 0.0005;
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
light1.position.x = Math.sin( time * 0.7 ) * 30;
light1.position.y = Math.cos( time * 0.5 ) * 40;
light1.position.z = Math.cos( time * 0.3 ) * 30;
renderer.render(scene, camera);
}
答案 0 :(得分:3)
我似乎误解了PointLight()参数的含义。第三个参数是光强度实际上为零的距离。所以在init()
:
light1 = new THREE.PointLight( 0xff0040, 1, 5000 );
light1.position.set( 500, 500, 500 );
同时从render()
例程中删除light1.position的更新,直到确保它符合您的想法为止。