[英]Three.js OBJ MTL Loader not visible on IOS
I'm using the obj+mtl loader to load my OBJ-files into my scene. 我正在使用obj + mtl加载程序将OBJ文件加载到场景中。 In my mtl file I'm loading my textures.
在我的mtl文件中,我正在加载纹理。
eg: 例如:
newmtl initialShadingGroup
illum 4
Kd 1.00 1.00 1.00
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
map_Kd 6922529901031.jpg
map_Bump 6922529901031_bump.jpg
Ni 1.00
Everything works fine on all systems, except for mobile IOS. 除了移动IOS之外,所有系统都可以正常运行。 On these devices the files which have a texture or get an environment map are not displaying at all.
在这些设备上,完全没有显示具有纹理或获得环境贴图的文件。 Just the shadows.
只是阴影。
What I tried so far: 到目前为止我尝试过的是:
Checking for textures to be a power of 2. 检查纹理为2的幂。
set the shading to double sided 将阴影设置为双面
controlling files sizes (everything below 200kb) 控制文件大小(所有小于200kb的文件)
When I use the web inspector i get this error: 当我使用网络检查器时,出现此错误:
[Error] THREE.WebGLProgram: shader error: (7)
1282
"gl.VALIDATE_STATUS"
false
"gl.getProgramInfoLog"
""
""
""
Here is my loader: 这是我的装载机:
function loadMesh(objTxt, mtlTxt) {
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
}
};
var onError = function ( xhr ) { };
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setTexturePath('assets/');
mtlLoader.setPath( 'assets/' );
mtlLoader.load( mtlTxt, function( materials ) {
materials.preload();
if(materials.materials['initialShadingGroup']['map'] != null) {
materials.materials['initialShadingGroup']['map']['magFilter'] = THREE.NearestFilter;
materials.materials['initialShadingGroup']['map']['minFilter'] = THREE.LinearFilter;
}
/*set environment map*/
materials.materials['initialShadingGroup']['envMap'] = new THREE.CubeTextureLoader().load( [ 'img/posx.jpg', 'img/negx.jpg', 'img/posy.jpg', 'img/negy.jpg', 'img/posz.jpg', 'img/negz.jpg' ] );
/*set reflectivity of material*/
materials.materials['initialShadingGroup']['reflectivity'] = 1.0;
/*set anisotropy of bumpMap*/
if(materials.materials['initialShadingGroup']['bumpMap'] != null) {
materials.materials['initialShadingGroup']['bumpMap']['anisotropy'] = 16;
}
if(materials.materials['initialShadingGroup']['specularMap'] != null) {
materials.materials['initialShadingGroup']['specularMap']['anisotropy'] = 16;
}
materials.materials['initialShadingGroup']['bumpScale'] = 0.1;
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.setPath( 'assets/' );
objLoader.load( objTxt, function ( object ) {
/*set attributes of OBJ childs*/
object.traverse( function( node ) { if ( node instanceof THREE.Mesh ) {
node.castShadow = true;
node.receiveShadow = true;
node.material.shading = THREE.SmoothShading;
} } );
scene.add( object );
}, onProgress, onError );
});
}
I finally figured it out myself. 我终于想通了。 For Anyone who is interested in my solution: I switched from OBJLoader to the more recent released OBJLoader2.
对于对我的解决方案感兴趣的任何人:我从OBJLoader切换到了最新发布的OBJLoader2。
var objLoader = new THREE.OBJLoader2();
I also got rid of the functionality to receive shadows: 我也摆脱了接收阴影的功能:
node.receiveShadow = false;
Finally my objects appear, and i can live with the fact, that no shadows will be received on Iphone and Ipad 终于我的物体出现了,我可以忍受这样的事实,在Iphone和Ipad上不会收到阴影
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