Three.js r72 - 纹理标记为更新但图像未定义? [英] Three.js r72 - Texture marked for update but image is undefined?

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问题描述

三.js r72

我正在尝试使用具有不同偏移和重复的相同纹理,但是在我克隆纹理并应用需要更新后,我不断收到错误纹理标记为更新但图像未定义".我检查了克隆的纹理,图像属性未定义.克隆方法不应该从纹理对象中的纹理引用源图像.

I'm trying to use the same texture with different offsets and repeats, but after I clone the texture and apply needsUpdate I keep getting an error "Texture marked for update but image is undefined". I check the cloned texture and the image property is undefined. Shouldn't the clone method have referenced the source image from the texture in the textures Object.

var textures = {}
var materials = {}

textures.skin = THREE.ImageUtils.loadTexture('skin.png');
textures.skin.minFilter = THREE.NearestFilter;
textures.skin.magFilter = THREE.NearestFilter;
skin.map_data.forEach(function(item) {
    var mats = []
    item.maps.forEach(function(item) {
        var tex = textures.skin.clone();
        tex.needsUpdate = true;
        tex.offset.x = ((1 / skin.width) * item.offset_x)
        tex.offset.y = ((1 / skin.height) * item.offset_y)
        tex.repeat.x = ((1 / skin.width) * item.width);
        tex.repeat.y = ((1 / skin.height) * item.height);
        var mat = new THREE.MeshBasicMaterial({
            map: tex
        });
        mats.push(mat);
    })
    materials[item.name] = new THREE.MeshFaceMaterial(mats)
})

推荐答案

纹理加载是异步的.您需要将大部分代码放在加载程序回调中.

Texture loading is asynchronous. You need to put the bulk of your code in the loader callback.

texture = THREE.ImageUtils.loadTexture( 'filename.jpg', undefined, function() {

    // the rest of your code here...

    var tex = texture.clone();
    tex.needsUpdate = true;

}

http://threejs.org/examples/misc_ubiquity_test2.html.

three.js r.72

three.js r.72

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