当我使用copyTextureToTexture将带有已加载图像的texture1复制到texture2时-使用相同尺寸和格式创建的datatexture时,我得到了强大的混叠伪像,例如所有GPU过滤均已禁用-至少大多数,因为各向异性似乎起作用部分地。我在过去的2-3天努力寻找解决方案,但仍然不确定这是否是three.js错误,还是我错过了一些东西。任何帮助将不胜感激。 只要它可以与three.js一起使用,甚至都欢迎使用WEBGL解决方案。
以下是完整的测试代码:通过单击窗口,您可以在原始纹理和复制的纹理之间切换以比较伪影。
var w = window.innerWidth;
var h = window.innerHeight;
var hx = w / 2;
var hy = h / 2;
var camera, scene, renderer, tog1;
var mouseX = 0,
mouseY = 0;
var container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(35, w / h, 10, 25000);
camera.position.z = 20;
scene = new THREE.Scene();
scene.background = new THREE.Color("#f2f7ff");
scene.add(new THREE.AmbientLight("#eef0ff"));
var light = new THREE.DirectionalLight("#ffffff", 2);
light.position.set(1, 1, 1);
scene.add(light);
const myurl = "https://i.imgur.com/UiTMJzv.png";
const textureLoader = new THREE.TextureLoader();
const texture1 = textureLoader.load(myurl, setup);
function onDocumentMouseMove(event) {
container.focus();
mouseX = (event.clientX - hx);
mouseY = (event.clientY - hy);
}
function setup() {
renderer = new THREE.WebGLRenderer({
antialias: false
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(w, h);
renderer.domElement.style.position = "relative";
container.appendChild(renderer.domElement);
var anisomax = renderer.capabilities.getMaxAnisotropy();
texture1.anisotropy = anisomax;
texture1.needsUpdate = true;
//create datatexture
var data = new Uint8Array(1024 * 1024 * 3);
var texture2 = new THREE.DataTexture(data, 1024, 1024, THREE.RGBFormat);
//texture2.minFilter = THREE.LinearMipMapLinearFilter; //THREE.NearestMipMapLinearFilter;//THREE.NearestFilter;//THREE.NearestMipMapNearestFilter; //THREE.LinearFilter;
//texture2.magFilter = THREE.LinearFilter;
//texture2.generateMipmaps = true;
texture2.anisotropy = anisomax;
texture2.needsUpdate = true;
material = new THREE.MeshPhongMaterial({
color: "#ffffff",
map: texture2
});
material.side = THREE.DoubleSide;
var geometry = new THREE.PlaneBufferGeometry(400, 400);
var mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = Math.PI / 2;
scene.add(mesh);
//copy loaded texture to datatexture
renderer.copyTextureToTexture(new THREE.Vector2(0, 0), texture1, texture2);
document.addEventListener('mousemove', onDocumentMouseMove, false);
var inf = document.getElementById("info");
inf.innerHTML = "Copied Texture to DataTexture</br>--click to toggle--";
// toggle between texture loaded and coppied
document.addEventListener('mousedown', () => {
tog1 = (tog1 === false) ? true : false;
scene.remove(mesh);
if (tog1 === true) {
material = new THREE.MeshPhongMaterial({
color: "#ffffff",
map: texture2
});
material.side = THREE.DoubleSide;
mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = Math.PI / 2;
inf.innerHTML = "Copied Texture to DataTexture</br>--click to toggle--";
} else {
material = new THREE.MeshPhongMaterial({
color: "#ffffff",
map: texture1
});
mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = -Math.PI / 2;
inf.innerHTML = "Original Texture</br>--click to toggle--";
}
scene.add(mesh);
});
animate();
} //end setup
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x);
camera.position.y = 1000;
camera.lookAt(scene.position);
renderer.clear();
renderer.render(scene, camera);
}
body {
color: #000;
font-family: Monospace;
font-size: 13px;
text-align: center;
background-color: #fff;
margin: 0px;
padding: 0px;
overflow: hidden;
}
#info {
position: absolute;
font-weight: bold;
top: 0px;
width: 100%;
padding: 5px;
z-index: 100;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<!DOCTYPE html>
<html lang="en">
<head>
<title>copyTextureToTexture test</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
</style>
</head>
<body>
<div id="info"></div>
</body>
</html>
答案 0 :(得分:1)
硬件抗混叠仅应用于帧缓冲区。这是WebGL的已知局限性。您可以使用抗雾化后处理进行补偿和/或渲染到更高分辨率的中间缓冲区,然后在完成对纹理的渲染后对它们进行降采样以显示分辨率。
(编辑:只需阅读更多有关此内容,我不确定当前的确切限制,因此可能需要一些研究)