我THREE.Points
THREE.PointsMaterial
。作为map
我使用生成的动态cavas
图片。
我需要在每个帧上重新呈现canvas
。
我的代码部分:
function makeEnemyBaseLabel( n,d ) {
var canvas = document.createElement('canvas');
var context= canvas.getContext("2d");
var w = 5;
context.canvas.width = context.canvas.height = 128;
context.fillStyle = 'rgba(255,255,255,0.4)';
context.strokeStyle = 'rgba(255,255,255,0.5)';
context.beginPath();
context.moveTo(64-(w/2),64-w);
context.lineTo(64-w,64-w);
context.lineTo(64-w,64-(w/2));
context.stroke();
context.beginPath();
context.moveTo(64-w,64+(w/2));
context.lineTo(64-w,64+w);
context.lineTo(64-(w/2),64+w);
context.stroke();
context.beginPath();
context.moveTo(64+(w/2),64+w);
context.lineTo(64+w,64+w);
context.lineTo(64+w,64+(w/2));
context.stroke();
context.beginPath();
context.moveTo(64+w,64-(w/2));
context.lineTo(64+w,64-w);
context.lineTo(64+(w/2),64-w);
context.stroke();
context.textAlign="center";
context.font = "Normal 10px Sans-Serif";
context.fillText(formatDistance(d), 64, 85);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
return new THREE.PointsMaterial( { visible: true, size: 128, color: 0xffffff, depthTest: false, depthWrite: false, opacity: 1, sizeAttenuation: false, transparent: true, map: texture } );
}
function updateEnemyBaseLabel( n,d,o ) {
var canvas = document.createElement('canvas');
var context= canvas.getContext("2d");
var w = 5;
context.canvas.width = context.canvas.height = 128;
if(d < 100) {
context.fillStyle = 'rgba(255,255,255,1)';
context.strokeStyle = 'rgba(255,255,255,1)';
} else
if(d < 1000) {
context.fillStyle = 'rgba(255,255,255,0.6)';
context.strokeStyle = 'rgba(255,255,255,0.7)';
} else {
context.fillStyle = 'rgba(255,255,255,0.4)';
context.strokeStyle = 'rgba(255,255,255,0.5)';
}
context.beginPath();
context.moveTo(64-(w/2),64-w);
context.lineTo(64-w,64-w);
context.lineTo(64-w,64-(w/2));
context.stroke();
context.beginPath();
context.moveTo(64-w,64+(w/2));
context.lineTo(64-w,64+w);
context.lineTo(64-(w/2),64+w);
context.stroke();
context.beginPath();
context.moveTo(64+(w/2),64+w);
context.lineTo(64+w,64+w);
context.lineTo(64+w,64+(w/2));
context.stroke();
context.beginPath();
context.moveTo(64+w,64-(w/2));
context.lineTo(64+w,64-w);
context.lineTo(64+(w/2),64-w);
context.stroke();
context.textAlign="center";
context.font = "Normal 10px Sans-Serif";
context.fillText(formatDistance(d), 64, 85);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
o.material.map = texture;
}
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3() );
enemyShipMesh = new THREE.Points( geometry, makeEnemyBaseLabel( 1,1 ) );
scene.add(enemyShipMesh)
..
..
update() {
updateEnemyBaseLabel( 1,5,enemyShipMesh );
}
一段时间后我有内存泄漏。我敢肯定,原因是在内存中创建新的和新的纹理。
以引用对象最佳方式更新画布的最佳方法是什么?
我正在寻找类似的东西:
var context = //new context without canvas creating?
context.fillText(formatDistance(d), 64, 85);
enemyShipMesh.material.map = context; // or most simple without creating a lot of new object each sec.
答案 0 :(得分:2)
您创建了一个画布,并且每次更新时都会创建一个画布和纹理,您可以在更新函数中使用画布上下文,然后设置texture.needsUpdate = true