2015-11-19 118 views
0

uv坐标我有一个球体与着色器材质。在该材料中,我需要使用uv坐标,但我不明白它们是如何计算的。如果我检查球体的几何图形uv坐标的范围是[0, 1],但在我的着色器中,它们似乎只使用该范围的一半。为什么?什么范围是从

var material = new THREE.ShaderMaterial({ 
    vertexShader: vertexShader, 
    fragmentShader: fragmentShader 
}); 

var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 16, 16), material); 


// 
// Vertex shader 
// 
varying vec2 vUv; 
void main() { 
    vUv = uv; 
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); 
} 

// 
// Fragment shader 
// 
varying vec2 vUv; 
void main() { 
    // why is the vUv.x range somewhere between 17/255 and 110/255 
    gl_FragColor = vec4(vUv.x, 0.0, 0.0, 1.0); 

    // this corrects it a little bit but it still isnt range [0/255, 255/255] 
    //gl_FragColor = vec4(vUv.x*2.0, 0.0, 0.0, 1.0); 
} 

jsfiddle

回答

0

哦,我刚得到它:) ... uv.x范围[0, 1],它只是范围是在整个球体不仅仅是可见部分。添加移动相机的jsfiddle清楚,只是尝试球体周围:)

jsfiddle

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