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Three.js从图像文件创建纹理

[英]Three.js create texture from image file

I'm having some trouble creating a texture from an image file in Three.js. 我在Three.js中从图像文件创建纹理时遇到了一些麻烦。 I have a function to create a mesh that looks like this: 我有一个函数来创建一个看起来像这样的网格:

    var image = document.createElement('img');
    image.src = imageFile;
    var texture = new THREE.Texture(image);
    var mat = new THREE.MeshPhongMaterial();
    mat.map = texture;

    var mesh = new THREE.Mesh(new THREE.PlaneGeometry(20, 20), mat);
    var plane = mesh;
    plane.position.x = 0;
    scene.add(plane);

However, my texture renders black and the image doesn't seem to render properly. 但是,我的纹理呈现黑色,并且图像似乎无法正确呈现。

The easiest way to use an image as a texture is to load it using THREE.ImageUtils.loadTexture(url, mapping, onLoad, onError) , here is an example: 将图像用作纹理的最简单方法是使用THREE.ImageUtils.loadTexture(url, mapping, onLoad, onError)加载图像,下面是一个示例:

var mesh = new THREE.Mesh(
    new THREE.PlaneGeometry( 1, 1, 1, 1 ),
    new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture('/my-image.jpg') })
);

The THREE.Texture constructor does accept an image as its first parameter, I think the problem you are encountering is because you aren't waiting for the image to complete loading. THREE.Texture构造函数确实接受图像作为它的第一个参数,我认为您遇到的问题是因为您没有等待图像完成加载。 Using ImageUtils you can avoid having to dealing with callbacks. 使用ImageUtils可以避免处理回调。

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