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我正在使用obj + mtl加载程序将我的OBJ文件加载到我的场景中。 在我的mtl文件中,我正在加载纹理。Three.js OBJ MTL加载程序在IOS上不可见
例如为:
newmtl initialShadingGroup
illum 4
Kd 1.00 1.00 1.00
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
map_Kd 6922529901031.jpg
map_Bump 6922529901031_bump.jpg
Ni 1.00
一切正常,在所有系统上,除了移动IOS。在这些设备上,具有纹理或获取环境贴图的文件根本不显示。只是阴影。
我试过到目前为止:
检查纹理是2
电源设置底纹双面
控制文件大小(以下200KB一切)
当我使用web督察我得到这个错误:
[Error] THREE.WebGLProgram: shader error: (7)
1282
"gl.VALIDATE_STATUS"
false
"gl.getProgramInfoLog"
""
""
""
这里是我的装载机:
function loadMesh(objTxt, mtlTxt) {
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
}
};
var onError = function (xhr) { };
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setTexturePath('assets/');
mtlLoader.setPath('assets/');
mtlLoader.load(mtlTxt, function(materials) {
materials.preload();
if(materials.materials['initialShadingGroup']['map'] != null) {
materials.materials['initialShadingGroup']['map']['magFilter'] = THREE.NearestFilter;
materials.materials['initialShadingGroup']['map']['minFilter'] = THREE.LinearFilter;
}
/*set environment map*/
materials.materials['initialShadingGroup']['envMap'] = new THREE.CubeTextureLoader().load([ 'img/posx.jpg', 'img/negx.jpg', 'img/posy.jpg', 'img/negy.jpg', 'img/posz.jpg', 'img/negz.jpg' ]);
/*set reflectivity of material*/
materials.materials['initialShadingGroup']['reflectivity'] = 1.0;
/*set anisotropy of bumpMap*/
if(materials.materials['initialShadingGroup']['bumpMap'] != null) {
materials.materials['initialShadingGroup']['bumpMap']['anisotropy'] = 16;
}
if(materials.materials['initialShadingGroup']['specularMap'] != null) {
materials.materials['initialShadingGroup']['specularMap']['anisotropy'] = 16;
}
materials.materials['initialShadingGroup']['bumpScale'] = 0.1;
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load(objTxt, function (object) {
/*set attributes of OBJ childs*/
object.traverse(function(node) { if (node instanceof THREE.Mesh) {
node.castShadow = true;
node.receiveShadow = true;
node.material.shading = THREE.SmoothShading;
} });
scene.add(object);
}, onProgress, onError);
});
}