我试图让我的天空盒不受camera.far
参数的影响。我想剔除所有其他场景对象,而不是天空盒。
当我设置skyBox.frustumCulled = false;
时,它没有任何区别。 skyBox
当然是网格。
这是通过添加另一个渲染通道来完成的吗?如果是这样的话,我需要2个不同的相机,其中一个具有非常高的远值,以便能够正确观看天空盒?如何有效地完成这项工作?
为清楚起见,这里是我用于绘制天空盒的地形目标代码的片段:
shader = THREE.ShaderLib["cube"];
shader.uniforms["tCube"].value = this.cubetexture;
mat = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
depthWrite: false,
side: THREE.BackSide
});
geo = new THREE.BufferGeometry().fromGeometry(new THREE.BoxGeometry(1024, 1024, 1024));
mesh = new THREE.Mesh(geo, mat);
mesh.rotation.y += 90;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 50;
mesh.frustumCulled = false;
mesh.matrixAutoUpdate = false;
mesh.rotationAutoUpdate = false;
mesh.updateMatrix();
this.skybox = mesh;
scene.add(this.skybox);
答案 0 :(得分:1)
您正在“主要”场景中添加天空盒。完成天幕的更好方法是创建一个新场景。这将是你“主要”场景的“背景”。还有关于skydomes v.s.的讨论。天空盒,简单地说,一个盒子保存多边形,圆顶看起来更好。在这个例子中,我将使用圆顶/球体。
var renderer = new THREE.WebGLRenderer( {alpha: true, antialias: true} );
var mainScene = new THREE.Scene();
var mainCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000 );
var skydome = {
scene: new THREE.Scene(),
camera: new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000 );
};
skydome.material = new THREE.MeshBasicMaterial({color: 0x0F0F0F}) //the material for the skydome, for sake of lazyness i took a MeshBasicMaterial.
skydome.mesh = new THREE.Mesh(new THREE.SphereGeometry(100, 20, 20), skydome.material);
skydome.scene.add(skydome.mesh);
现在,在渲染功能期间,您只调整天幕相机的旋转,而不是位置。
var render = function(){
requestAnimationFrame( render );
skydome.camera.quaternion = mainCamera.quaternion;
renderer.render(skydome.scene, skydome.camera); //first render the skydome
renderer.render(mainScene, mainCamera);//then render the rest over the skydome
};
renderer.autoclear = false; //otherwise only the main scene will be rendered.