使用Three.js在形状上显示图像时涉及错误 [英] Error involved in displaying images on a shape using Three.js
问题描述
我正在尝试使用three.js r71在多面体的每个面上显示图像.我通过加载一个JSON文件来制作几何图形,该文件包含定义形状的数据.我也将平面设置在多面体下方.我收到一个错误,我想知道这意味着什么或我做错了什么.这是我在JavaScript控制台中收到的错误消息:
I am trying to display images on each face of the polyhedron using three.js r71. I am making the geometry by loading a JSON file which holds the data that defines the shape. I set a plane below the polyhedron as well. I get an error and I'm wondering what this means or what I am doing wrong. Here is the error message I get in the JavaScript console:
[.WebGLRenderingContext-0888D200] GL错误:GL_INVALID_OPERATION: glDrawElements:尝试访问属性1中超出范围的顶点
[.WebGLRenderingContext-0888D200]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
WebGL:对于这种情况,错误太多,不会再向控制台报告错误.
WebGL: too many errors, no more errors will be reported to the console for this context.
这是JavaScript代码:
Here is the JavaScript code:
var four;
var meshFour;
var scene = new THREE.Scene();
function init() {
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
var planeGeometry = new THREE.PlaneGeometry(60, 40, 1, 1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
//LOADING GEOMETRY
var loaderFour = new THREE.JSONLoader();
var materialsArray = [];
materialsArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture("./resources/images/IPT.PNG")}));
materialsArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture("./resources/images/Alerts.png")}));
materialsArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture("./resources/images/action-item-tracking.png")}));
materialsArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture("./resources/images/admin.png")}));
for(var i = 0; i <= 3; i++) {
materialsArray[i].map.minFilter = THREE.LinearFilter;
}
loaderFour.load("./resources/json/tetrahedron-try.json", function (model) {
var materialFour = new THREE.MeshFaceMaterial(materialsArray);
four = new THREE.Mesh(model, materialFour);//issue according to three.js
four.translateY(1);
four.scale = new THREE.Vector3(3, 3, 3);
meshFour = THREE.SceneUtils.createMultiMaterialObject(four, materialFour);
scene.add(four);
});
camera.position.x = 20;
camera.position.y = 20;
camera.position.z = 20;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, 10);
spotLight.castShadow = true;
scene.add(spotLight);
scene.add(plane);
document.getElementById("WebGL-output").appendChild(renderer.domElement);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
}
window.onload = init();
JSON文件代码在这里:
The JSON file code is here:
{
"metadata": {
"type": "Geometry",
"vertices": 4,
"uvs": 1,
"faces": 4,
"generator": "io_three",
"version": 3,
"normals": 4
},
"uvs": [[0.250046,0.433025,0.749954,0.433025,0.5,0.865958,0.999907,0.865957,9.3e-05,0.865957,0.5,9.3e-05]],
"faces": [40,0,1,2,0,1,2,0,1,2,40,3,2,1,3,2,1,3,2,1,40,3,0,2,4,0,2,3,0,2,40,3,1,0,5,1,0,3,1,0],
"normals": [-0.471389,-0.333323,0.816492,-0.471389,-0.333323,-0.816492,0.942808,-0.333323,0,0,1,0],
"vertices": [-2.42416,0,4.19877,-2.42416,-0,-4.19877,4.84832,0,-0,-0,6.85655,-0],
"name": "Tetrahedron.001Geometry.3"
}
推荐答案
在您的json文件中,您有"uvs": 1
,它与我得到的图像一致:
In your json file you have "uvs": 1
which is in accordance with the images I get:
因此,根据uv,仅将一个纹理应用于两个面. 因此,问题再次出在您的模型创建方法上.
so you are only applying one texture to two faces, according to the uv's. So again the issue is with your model creation method.
这是我的小提琴版本( http://jsfiddle.net/dfnkhbjm/),由于Access-Control-Allow-Origin
问题,这是行不通的.如果您将其复制到本地,则应该可以使用.
Here is my version of the fiddle (http://jsfiddle.net/dfnkhbjm/), which yes doesn't work because of the Access-Control-Allow-Origin
problem. If you copy it local, it should work.
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