在这里,我有一个几何(金字塔)有四个顶点和4个面 -纹理加载使用ShaderMaterial定制的几何不three.js所
var geom = new THREE.Geometry();
geom.vertices.push(new THREE.Vector3(0,100,0), new THREE.Vector3(-100,-100,100), new THREE.Vector3(0,-100,-100), new THREE.Vector3(100,-100,100));
geom.faces.push(new THREE.Face3(0, 2, 1), new THREE.Face3(0, 1, 3), new THREE.Face3(0, 3, 2), new THREE.Face3(1, 2, 3));
geom.computeFaceNormals();
这里是我的RawShaderMaterial -
var geomMaterial = new THREE.RawShaderMaterial({
vertexShader: [
'precision highp float;',
'precision highp int;',
'uniform mat4 modelViewMatrix;',
'uniform mat4 projectionMatrix;',
'attribute vec3 position;',
'attribute vec2 uv;',
'varying vec2 interpolatedUV;',
'void main() {',
'interpolatedUV = uv;',
'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join('\n'),
fragmentShader: [
'precision highp float;',
'precision highp int;',
'uniform sampler2D texSampler;',
'varying vec2 interpolatedUV;',
'void main() {',
'gl_FragColor = texture2D(texSampler, interpolatedUV);',
'}'
].join('\n'),
uniforms: {
texSampler: {
type: 't',
value: new THREE.ImageUtils.loadTexture("images/test.png")
}
}
});
“images/test.png”可以从脚本访问。对我来说,这看起来很微不足道,但纹理根本不显示出来。我只能看到一个白色的金字塔。
你能告诉我究竟出了什么问题吗?
UPDATE:
周围挖掘后,我发现我不得不为我所创建的自定义形状的UV贴图。所以我将它这样 -
var uvs = [];
uvs.push(new THREE.Vector2(0.5, 1.0));
uvs.push(new THREE.Vector2(0.5, 0.0));
uvs.push(new THREE.Vector2(0.0, 0.0));
uvs.push(new THREE.Vector2(1.0, 0.0));
geom.faces.push(new THREE.Face3(0, 2, 1));
geom.faceVertexUvs[0].push(uvs[0], uvs[2], uvs[1]);
geom.faces.push(new THREE.Face3(0, 1, 3));
geom.faceVertexUvs[0].push(uvs[0], uvs[1], uvs[3]);
geom.faces.push(new THREE.Face3(0, 3, 2));
geom.faceVertexUvs[0].push(uvs[0], uvs[3], uvs[2]);
geom.faces.push(new THREE.Face3(1, 2, 3));
geom.faceVertexUvs[0].push(uvs[1], uvs[2], uvs[3]);
但它仍然显示白色pyramid.And也是我现在收到此错误 -
THREE.BufferAttribute.copyVector2sArray():矢量未定义0 THREE.BufferAttribute.copyVector2sArray():矢量未定义1 THREE.BufferAttribute.copyVector2sArray():矢量是未定义2 THREE.BufferAttribute.copyVector2sArray():矢量是未定义3 THREE.BufferAttribute.copyVector2sArray():载体是undefined 4 THREE.BufferAttr ibute.copyVector2sArray():矢量是未定义5 THREE.BufferAttribute.copyVector2sArray():矢量未定义6 THREE.BufferAttribute.copyVector2sArray():载体是未定义7 THREE.BufferAttribute.copyVector2sArray():矢量是未定义8 THREE.BufferAttribute.copyVector2sArray():矢量未定义9 THREE.BufferAttribute.copyVector2sArray():载体是未定义的10 THREE.BufferAttribute.copyVector2sArray():载体是未定义的11
任何有关它的想法?
没有错误?我认为原始着色器材质不会给你projectionMatrix MVMatrix等 – pailhead
如果我删除我的自定义几何并提供sphereGeometry,它工作正常。所以我认为问题不在那里。 –
do gl_FragColor = vec4(abs(interpolatedUV),0.,1); 看看它是否给出了任何颜色 – pailhead