[英]Three.js Make static cube
我是Three.js的新手,所以,我正尝试制作STATIC多维数据集。 因此,我找到了一个旋转立方体的例子。 这里是:
var camera, scene, renderer;
var mesh;
init();
animate();
//renderer.render( scene, camera );
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var texture = THREE.ImageUtils.loadTexture( '16.jpg' );
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var axes = new THREE.AxisHelper( 20 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
好的,一切正常。 现在我只想制作STATIC立方体,
var camera, scene, renderer;
var mesh;
init();
renderer.render( scene, camera );
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var texture = THREE.ImageUtils.loadTexture( '16.jpg' );
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var axes = new THREE.AxisHelper( 20 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
输出只是黑屏,我做错了什么?
纹理加载是异步的,您需要先完成场景渲染。 向图像加载器添加回调,然后再次渲染:
var texture = THREE.ImageUtils.loadTexture('16.jpg', undefined, function () {
renderer.render(scene, camera);
});
或者使用requestAnimationFrame
连续渲染:
init();
animate();
//...
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
看起来,当您摆脱animate()
,您也摆脱了对
renderer.render( scene, camera );
所以您需要将其放回代码中的某个位置以渲染场景
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