我正在使用html 5 canvas的项目。为此,我使用three.js库以简单橱柜的形式绘制一些简单的立方体。我已经添加了环境照明,消除锯齿和纹理。如果一切顺利,它会呈现橱柜,您可以使用鼠标移动它。Three.js:拼贴纹理,缓冲和浏览器兼容性
当前的问题:
var textureMap = map: THREE.ImageUtils.loadTexture("wood1.jpg")
textureMap.wrapS = THREE.RepeatWrapping;
textureMap.wrapT = THREE.RepeatWrapping;
textureMap.repeat.x = 100;
textureMap.repeat.y = 100;
material = new THREE.MeshLambertMaterial(textureMap);
纹理目前伸过来的每个面。我更喜欢平铺,但似乎无法得到它的工作。上面的代码是我根据我在网站上找到的内容推出的最佳猜测(对不起,无法与我当前的声望共享更多链接)。它被注释掉了,因为它会停止脚本运行。
我曾经有一些滞后问题。快速搜索后,我发现一个网站(抱歉,无法与我当前的声望共享更多链接)告诉我,我必须在主循环中放置一个超时,并且我应该使用第二个画布进行缓冲。增加超时功能就像一个魅力,但我仍然对缓冲画布感到好奇。因为我正在处理渲染器和画布,所以我不确定如何处理这个问题。我甚至不知道是否应该继续使用缓冲区,因为它似乎现在工作得很好,尽管在将来我尝试渲染更多网格时,这可能会发生变化。
我的代码目前只能在Firefox中运行。 Chrome和Internet Explorer都显示空白屏幕。任何想法,我需要改变以解决这个问题?
当我在firefox中运行代码时,橱柜首先是完全黑色的。当我移动它(完全)时,它立即变为纹理。有任何想法吗?我可以想出一个肮脏的修复方法,可以使相机在设置中上下移动1个像素,但我宁愿不要。
我试着上传代码jsfiddle(进口texture从tinypic),但是,这并不那么好走。要么导入纹理错误或jsfiddle只是不喜欢它,当我使用外部图片。但是,如果您下载纹理并将其放在与代码相同的文件夹中,应该可以在Firefox中打开它(仅适用于firefox(请参阅问题4))。所以,如果你想看看发生了什么:将代码复制到一个.html文件并下载纹理。
<!DOCTYPE HTML>
<html>
<head>
<title>Canvas demo</title>
<script type="text/javascript" src="http://www.html5canvastutorials.com/libraries/Three.js"></script>
<script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
</head>
<body>
<script type="text/javascript">
//three.js vars
var camera;
var scene;
var renderer;
var material;
var directionalLight;
//input vars
var lastX = 0;
var lastY = 450;
var clickX;
var clickY;
var mousedown;
function rerender(){
//draw
renderer.render(scene, camera);
//redraw after 25 ms (the 25 ms delay reduces lag)
setTimeOut(requestAnimFrame(function(){rerender()}), 25);
}
$(document).ready(function() {
//initialize renderer
renderer = new THREE.WebGLRenderer({antialias : true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.domElement.id = "visiblecanvas";
document.body.appendChild(renderer.domElement);
//camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 1000);
camera.position.y = -450;
camera.position.z = 400;
camera.rotation.x = 45.2;
//scene
scene = new THREE.Scene();
//material
//non-working tiled texture
/*
var textureMap = map: THREE.ImageUtils.loadTexture("wood1.jpg")
textureMap.wrapS = THREE.RepeatWrapping;
textureMap.wrapT = THREE.RepeatWrapping;
textureMap.repeat.x = 100;
textureMap.repeat.y = 100;
*/
//workingg stretched texture
material = new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture("wood1.jpg")});
//the cupboard
//cube
var cube1 = new THREE.Mesh(new THREE.CubeGeometry(300,50,10), material);
cube1.overdraw = true;
scene.add(cube1);
//cube
var cube2 = new THREE.Mesh(new THREE.CubeGeometry(300,10,300), material);
cube2.overdraw = true;
cube2.position.z += 150;
cube2.position.y += 20;
scene.add(cube2);
//cube
var cube3 = new THREE.Mesh(new THREE.CubeGeometry(10,50,300), material);
cube3.overdraw = true;
cube3.position.z += 150;
cube3.position.x += 145;
scene.add(cube3);
//cube
var cube4 = new THREE.Mesh(new THREE.CubeGeometry(10,50,300), material);
cube4.overdraw = true;
cube4.position.z += 150;
cube4.position.x -= 145;
scene.add(cube4);
//cube
var cube5 = new THREE.Mesh(new THREE.CubeGeometry(300,50,10), material);
cube5.overdraw = true;
cube5.position.z += 300;
scene.add(cube5);
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
// add directional light source
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
//mousedown event
$('#visiblecanvas').mousedown(function(e){
clickX = e.pageX - this.offsetLeft + lastX;
clickY = e.pageY - this.offsetLeft + lastY;
mousedown = true;
});
//mousemove event, act if mousedown
$('#visiblecanvas').mousemove(function(e){
if(mousedown) {
var xDiff = e.pageX - this.offsetLeft - clickX;
var yDiff = e.pageY - this.offsetLeft - clickY;
lastX = -xDiff;
lastY = -yDiff;
camera.position.x = lastX;
camera.position.y = -lastY;
rerender();
}
delay(5);
});
//mouseup event
$('#visiblecanvas').mouseup(function(e){
mousedown = false;
});
//mouseleave event (mouse leaves canvas, stop moving cupboard)
$('#visiblecanvas').mouseleave(function(e){
mousedown = false;
});
rerender();
});
//request new frame
window.requestAnimFrame = (function (callback){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000/60);
};
})();
</script>
</body>
</html>
感谢您的关注!希望你能回答我的任何问题。
护理一些评论添加到您的代码?它如何解决OP问题?它是如何工作的? – Yaroslav