我是Three.js的新手,所以,我正在尝试制作STATIC立方体。所以,我找到了一个旋转立方体的例子。这是:
var camera, scene, renderer;
var mesh;
init();
animate();
//renderer.render( scene, camera );
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var texture = THREE.ImageUtils.loadTexture( '16.jpg' );
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var axes = new THREE.AxisHelper( 20 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
好的,一切正常。现在我想制作STATIC立方体,我写了
var camera, scene, renderer;
var mesh;
init();
renderer.render( scene, camera );
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var texture = THREE.ImageUtils.loadTexture( '16.jpg' );
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var axes = new THREE.AxisHelper( 20 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
输出只是一个黑屏,我做错了什么?
答案 0 :(得分:3)
纹理加载是异步的,您在完成之前渲染场景。 添加一个回调到Image Loader并再次渲染:
var texture = THREE.ImageUtils.loadTexture('16.jpg', undefined, function () {
renderer.render(scene, camera);
});
或者使用requestAnimationFrame
连续渲染:
init();
animate();
//...
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
答案 1 :(得分:0)
看起来当你摆脱animate()
时,你也摆脱了对
renderer.render( scene, camera );
所以你需要把它放回到某个地方的代码中来渲染你的场景