WebGLRenderingContext 错误加载纹理贴图 [英] WebGLRenderingContext ERROR loading texture maps
问题描述
首先,感谢您的出色工作,我在使用three.js 时很开心.
First of all, thank you for this wonderfull work, i'm having a lot of fun working with three.js.
我试图找到关于一个反复出现的问题的答案,.WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: 尝试访问属性 2 中超出范围的顶点
I tried to find answer about a recurent issue, .WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 2
我正在用 webgl 制作一个网站,我花了几周时间了解了 Three.js 的所有内容,但我无法解决这个问题.每次我尝试将画布加载到地图、凹凸贴图和规范贴图时,我都会在 Chrome 和 Firefox(最新)上收到此消息.我所有的网格都是从 obj 文件加载的,顺便说一下,我重写了 OBJMTLLoader.js 以便能够从 obj 文件加载更多参数等等.这里是用于加载图像的代码.
I'm making a website in webgl, i spend few week understanding all about three.js but i can't fix this issue. I get this message on Chrome and firefox (latest) each time i try to load a canvas into a map, bumpmap and specmap. All my mesh are loaded from obj files, by the way i rewrote OBJMTLLoader.js to be able to load more parameters from obj files and more. here the code used to load image.
THREE.MTLLoader.loadTexture = function ( url, mapping, onLoad, onError ) {
THREE.MTLLoader.loadTexture = function ( url, mapping, onLoad, onError ) {
var isCompressed = url.toLowerCase().endsWith( ".dds" );
var texture = null;
if ( isCompressed ) {
texture = THREE.ImageUtils.loadCompressedTexture( url, mapping, onLoad, onError );
} else {
var image = new Image();
texture = new THREE.Texture( image, mapping );
var loader = new THREE.ImageLoader();
loader.addEventListener( 'load', function ( event ) {
texture.image = THREE.MTLLoader.ensurePowerOfTwo_( event.content );
texture.needsUpdate = true;
if ( onLoad )
onLoad( texture );
} );
loader.addEventListener( 'error', function ( event ) {
if ( onError ) onError( event.message );
} );
loader.crossOrigin = this.crossOrigin;
loader.load( url, image );
}
return texture;
};我很确定它来自于此,因为当我禁用此功能时,不再有警告.
}; I'm pretty sure it is from this, because when i disable this function, no more warning.
是不是因为在加载数据时网格有一个带有空图像的纹理?图片尺寸有限制吗?
Is it because the mesh has a texture with an empty image while loading datas ? Is there any restriction on the dimensions of image ?
现在一切正常,但我觉得在控制台中出现这些消息很奇怪.
For now everything works fines, but i feel strange having those message in console.
谢谢
推荐答案
出现此错误是因为 Three.js 缓冲区已过时.当您向网格添加一些纹理(贴图、凹凸贴图 ...)时,您必须像这样重新组合缓冲区:
This error become because the Three.js buffers are outdated. When your add some textures (map,bumpMap ...) to a Mesh, you must recompose the buffers like this :
ob is THREE.Mesh, mt is a Material, tex is a texture.
tex.needsUpdate = true;
mt.map = tex;
ob.material = mt;
ob.geometry.buffersNeedUpdate = true;
ob.geometry.uvsNeedUpdate = true;
mt.needsUpdate = true;
就是这样!
希望对您有所帮助.
问候.
赛里斯
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