创建材料时,我使用的是十六进制0x205081,如下所示:
material = new THREE.MeshBasicMaterial({color:0x205081,vertexColors:THREE.FaceColors});
在更改了面部的几种颜色后,我尝试将它们更改回原始颜色(0x205081),但它显然比首次初始化时更暗,即使使用完全相同的十六进制代码,我还缺少什么?
这个小提琴可以注意到差异: http://jsfiddle.net/VsWb9/4805/
var camera, scene, renderer, geometry, material, mesh;
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.MeshBasicMaterial({color: 0x205081, vertexColors: THREE.FaceColors});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render(scene, camera);
}
$('input[type=button]').click( function() {
geometry.faces.map(function(f) {
f.color.setHex( 0x205081);
});
geometry.colorsNeedUpdate = true;
});
答案 0 :(得分:1)
注意MeshBasicMaterial的颜色与面部的颜色不同。
你想要的是这个:
var camera, scene, renderer, geometry, material, mesh;
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);
//Set material to white color so it doesn't conflict when applying actual face colors
material = new THREE.MeshBasicMaterial({color: 0xffffff, vertexColors: THREE.FaceColors});
//Set your initial face colors like this, not with material
geometry.faces.map(function(f) {
f.color.setHex( 0x205081);
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render(scene, camera);
}
$('input[type=button]').click( function() {
geometry.faces.map(function(f) {
f.color.setHex( 0x205081);
});
geometry.colorsNeedUpdate = true;
});