THREE.SpriteAlignment 显示为未定义 [英] THREE.SpriteAlignment showing up as undefined

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本文介绍了THREE.SpriteAlignment 显示为未定义的处理方法,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

从three.js r62Dev 更新到r64 或r64Dev 后,我收到以下错误.

After updating from three.js r62Dev to r64 or r64Dev I am receiving the following error.

 var radarMaterial = new THREE.SpriteMaterial( { map: radarTexture2, useScreenCoordinates: true, alignment: THREE.SpriteAlignment.topLeft } );

未捕获的类型错误:无法读取未定义的属性topLeft".

Uncaught TypeError: Cannot read property 'topLeft' of undefined.

有其他人遇到过这种情况吗?

Has any one else experienced this?

推荐答案

SpriteMaterial.alignmentSpriteMaterial.useScreenCoordinates 已从 Threejs 中移除.查看发布历史:https://github.com/mrdoob/three.js/releases.

SpriteMaterial.alignment and SpriteMaterial.useScreenCoordinates have been removed from Threejs. See the release history: https://github.com/mrdoob/three.js/releases.

精灵现在像任何其他对象一样在场景中渲染.

Sprites are now rendered in the scene just like any other object.

如果您想创建平视显示器 (HUD),解决方法是叠加使用正交相机渲染的第二个精灵场景.

If you want to create a heads-up display (HUD), the work-around is to overlay a second scene of sprites, rendered with an orthographic camera.

有关如何执行此操作的示例,请参见 http://threejs.org/examples/webgl_sprites.html.

See http://threejs.org/examples/webgl_sprites.html for an example of how to do that.

three.js r.64

three.js r.64

这篇关于THREE.SpriteAlignment 显示为未定义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!

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