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我想使用MeshFaceMaterial将多个图像的纹理平铺到平面几何上。每件事情都很好,除了在瓷砖之间形成模糊的边缘。 。Three.js问题在使用MeshFaceMaterial平铺纹理的边缘
var textureArray = [];
var tileColumns = 2;
var tileRows = 1;
textureArray[0] = THREE.ImageUtils.loadTexture('./test3.jpg');
textureArray[1] = THREE.ImageUtils.loadTexture('./test4.jpg');
var faceCountPerTileX = 2 * widthSegments/tileColumns;
var faceCountPerTileY = heightSegments/tileRows;
var faceCountX = 2 * widthSegments;
var faceCountY = heightSegments;
for(var tileIndexY = 0; tileIndexY < tileRows; tileIndexY++){
for(var tileIndexX = 0; tileIndexX < tileColumns; tileIndexX++){
var index = tileIndexY * tileColumns + tileIndexX;
textureArray[index].wrapS = THREE.RepeatWrapping;
textureArray[index].wrapT = THREE.RepeatWrapping;
textureArray[index].repeat.set(tileColumns,tileRows);
materialContainer[tileIndexY * tileColumns + tileIndexX] = new THREE.MeshBasicMaterial({
map: textureArray[tileIndexY * tileColumns + tileIndexX],
overdraw: true,
ambient: 0xffffff
});
for(var faceIndexY = tileIndexY * faceCountPerTileY; faceIndexY < (tileIndexY+1) * faceCountPerTileY; faceIndexY++){
for(var faceIndexX = tileIndexX * faceCountPerTileX; faceIndexX < (tileIndexX+1) * faceCountPerTileX; faceIndexX++){
g.faces[faceIndexY * faceCountX + faceIndexX].materialIndex = tileIndexY * tileColumns + tileIndexX;
}
}
}
}
var mat = new THREE.MeshFaceMaterial(materialContainer);
var obj = new THREE.Mesh(g, mat);
我试过所有已知的解决方案,我甚至尝试编写自定义着色器和使用ShaderMaterial。但没有运气,有人可以帮我解决问题吗?
我试过没有重复,但问题是平面几何被uv映射从0到1,左边的纹理从第一个图像取一半,在右边从第二个图像取一半。为了管理我使用重复的uv映射。 – ryagz