Three.js 更新纹理图片 [英] Three.js Update Texture image

查看:36
本文介绍了Three.js 更新纹理图片的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在使用three.js 来创建一个minecraft 纹理编辑器,类似于this.我只是想降低基本的点击和绘制功能,但我似乎无法弄清楚.我目前为每个立方体的每个面都有纹理,并通过使用以下功能制作着色器材料来应用它们.

I'm using three.js to create a minecraft texture editor, similar to this. I'm just trying to get the basic click-and-paint functionality down, but I can't seem to figure it out. I currently have textures for each face of each cube and apply them by making shader materials with the following functions.

this.createBodyShaderTexture = function(part, update)
{
    sides = ['left', 'right', 'top', 'bottom', 'front', 'back'];
    images = [];
    for (i = 0; i < sides.length; i++)
    {
        images[i] = 'img/'+part+'/'+sides[i]+'.png'; 
    }
    texCube = new THREE.ImageUtils.loadTextureCube(images);
    texCube.magFilter = THREE.NearestFilter;
    texCube.minFilter = THREE.LinearMipMapLinearFilter;
    if (update)
    {
        texCube.needsUpdate = true;
        console.log(texCube);
    }
    return texCube;
}
this.createBodyShaderMaterial = function(part, update)
{

    shader = THREE.ShaderLib['cube'];
    shader.uniforms['tCube'].value = this.createBodyShaderTexture(part, update);
    shader.fragmentShader = document.getElementById("fshader").innerHTML;
    shader.vertexShader = document.getElementById("vshader").innerHTML;

    material = new THREE.ShaderMaterial({fragmentShader: shader.fragmentShader,  vertexShader: shader.vertexShader, uniforms: shader.uniforms});
    return material;
}

SkinApp.prototype.onClick = 
function(event)
{
    event.preventDefault();
        this.change(); //makes texture file a simple red square for testing
    this.avatar.remove(this.HEAD);

    this.HEAD = new THREE.Mesh(new THREE.CubeGeometry(8, 8, 8), this.createBodyShaderMaterial('head', false));
    this.HEAD.position.y = 10;
    this.avatar.add(this.HEAD);
    this.HEAD.material.needsUpdate = true;
        this.HEAD.dynamic = true;
}


然后,当用户单击网格上的任何位置时,纹理文件本身将使用画布进行更新.更新发生,但除非刷新页面,否则更改不会显示在浏览器中.我找到了很多关于如何将纹理图像更改为新文件的示例,但没有找到如何在运行时显示同一纹理文件中的更改,或者即使可能.这可能吗,如果不可能,还有什么替代方案?


Then, when the user clicks any where on the mesh, the texture file itself is update using canvas. The update occurs, but the change isn't showing up in the browser unless the page is refreshed. I've found plenty of examples of how to change the texture image to a new file, but not on how to show changes in the same texture file during runtime, or even if it's possible. Is this possible, and if not what alternatives are there?

推荐答案

更新纹理时,无论是基于画布、视频还是外部加载,都需要将纹理的以下属性设置为 true:

When you update a texture, whether its based on canvas, video or loaded externally, you need to set the following property on the texture to true:

如果一个对象是这样创建的:

If an object is created like this:

var canvas = document.createElement("canvas");
var canvasMap = new THREE.Texture(canvas)
var mat = new THREE.MeshPhongMaterial();
mat.map = canvasMap;
var mesh = new THREE.Mesh(geom,mat);

更改纹理后,将以下设置为true:

After the texture has been changed, set the following to true:

cube.material.map.needsUpdate = true;

下次渲染场景时,它会显示新的纹理.

And next time you render the scene it'll show the new texture.

这篇关于Three.js 更新纹理图片的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆