纹理的再现方式,与物体的范围无关,对我来说是必要的。例如,如果要这样做:
var geometry = new THREE.PlaneGeometry( 400, 400, 10, 10 );
var Texture = THREE.ImageUtils.loadTexture( 'textures/texture.png' );
Texture.wrapS = Texture.wrapT = THREE.RepeatWrapping;
Texture.repeat.set( 2, 1 );
var material = new THREE.MeshBasicMaterial({
map: Texture,
side: THREE.DoubleSide,
});
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set(-400,0,0);
scene.add( mesh );
var mesh = new THREE.Mesh( geometry.clone(), material.clone() );
mesh.scale.x = 2;
mesh.position.set(400,0,0);
scene.add( mesh );
如何重新定义纹理以获得以下结果? here