我想在对象上应用纹理。 这是我的代码:
<html>
<head>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="three.min.js"></script>
<script src="OBJLoader.js"></script>
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var texture = new THREE.Texture();
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function ( xhr ) {
};
var loader = new THREE.ImageLoader( manager );
loader.load( 'bb.jpg', function ( image ) {
texture.image = image;
texture.needsUpdate = true;
} );
// model
var loader = new THREE.OBJLoader( manager );
loader.load( 'note4.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
}
} );
object.position.y = - 80;
scene.add( object );
}, onProgress, onError );
//
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
<div><canvas width="1360" height="150" style="width: 1360px; height: 150px;"></canvas></div>
</body>
</html>
所有js文件,纹理和目标文件都在同一个文件夹中。 当我打开页面时,它会给我这些错误。我在firefox和chrome上测试过,firefox向我展示了这些错误。
THREE.WebGLRenderer 69
THREE.WebGLRenderer: OES_texture_float extension not supported.
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
THREE.WebGLRenderer: OES_standard_derivatives extension not supported.
requestAnimationFrame is not defined
[Break On This Error] requestAnimationFrame( animate );
index.html (line 83)
bb.jpg 1 2
text is undefined
[Break On This Error] var lines = text.split( '\n' );
OBJLoader.js (line 195)
我做错了什么? 期待收到你的来信
答案 0 :(得分:0)
您正在使用图像加载器加载纹理:
var loader = new THREE.ImageLoader( manager );
loader.load( 'bb.jpg', function ( image ) {
texture.image = image;
texture.needsUpdate = true;
} );
我从未使用它,因为在大多数示例中,给定的纹理以不同的方式加载:
var texture = THREE.ImageUtils.loadTexture('path/to/texture.png');