我有以下代码在场景中添加多维数据集,当我在PC上的浏览器中打开页面时,它可以正常工作,但是当我在移动设备中打开时,控制速度太慢。需要3-4秒才能从触摸屏获得响应,而移动设备的响应速度也会变慢。
好像我将MeshStandardMaterial
更改为MeshBasicMaterial一样,一切正常。可能是什么问题。
sideWallMaterial = [new THREE.MeshStandardMaterial({
roughness: 0.8,
metalness: 0.2,
bumpScale: 0.0055
}),
new THREE.MeshStandardMaterial({
color: '#a6aea2',
roughness: 0.8,
metalness: 0.2,
bumpScale: 0.0005,
opacity: 0.5,
transparent: true,
depthWrite: false
}),
new THREE.MeshStandardMaterial({
color: '#a6aea2',
roughness: 0.8,
metalness: 0.2,
bumpScale: 0.0005
}),
new THREE.MeshStandardMaterial({
color: '#a6aea2',
roughness: 0.8,
metalness: 0.2,
bumpScale: 0.0005
}),
new THREE.MeshStandardMaterial({
color: '#a6aea2',
roughness: 0.8,
metalness: 0.2,
bumpScale: 0.0005
}),
new THREE.MeshStandardMaterial({
color: '#a6aea2',
roughness: 0.8,
metalness: 0.2,
bumpScale: 0.0005
})
];
var textureLoader = new THREE.TextureLoader();
textureLoader.load("img1.jpg", function(map) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set(10, 10);
sideWallMaterial[0].map = map;
sideWallMaterial[0].needsUpdate = true;
});
textureLoader.load("img2.jpg", function(map) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set(10, 10);
sideWallMaterial[0].bumpMap = map;
sideWallMaterial[0].needsUpdate = true;
});
textureLoader.load("img3.jpg", function(map) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set(10, 24);
sideWallMaterial[0].roughnessMap = map;
sideWallMaterial[0].needsUpdate = true;
});
var geometry = new THREE.BoxBufferGeometry(wall_t, wall_h, wall_w);
var material = new THREE.MeshLambertMaterial();
mesh = new THREE.Mesh(geometry, sideWallMaterial);
mesh.receiveShadow = true;
mesh.position.set(0, 0, 0);
scene.add(mesh);
答案 0 :(得分:2)
MeshStandardMaterial
是PBR材料,而MeshBasicMaterial
是不发光的材料。因此,后者的渲染性能要好得多。但是,它对任何灯光都没有反应,因此其简单的视觉外观无法与更高级的MeshStandardMaterial
相提并论。
还请记住,并非所有材料都具有相同的属性。您可以为MeshStandardMaterial
分配凹凸和粗糙度贴图,但不能为MeshBasicMaterial
或MeshLambertMaterial
(在代码段中使用过)分配凹凸贴图。两种材质都只会忽略这些纹理,这意味着您可以保存各自的纹理解码和GPU上传。当然,这将改善初始的“编译/显示”性能。
three.js R108