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[英]Texture loading for custom Geometry using ShaderMaterial is not working in Three.js
[英]MeshNormalMaterial not working on a three.js custom geometry: the geometry renders as black
我試圖通過聲明其向量和面來使用three.js手動構建一個立方體; 我可以使用下面的代碼來完成它,但是,材料似乎沒有按預期工作,而是立方體呈現為純黑色。
var geom = new THREE.Geometry();
var v1 = new THREE.Vector3( -1, 1, 0.1 ),
v2 = new THREE.Vector3( 1, 1, 0.1 ),
v3 = new THREE.Vector3( 1, -1, 0.1 ),
v4 = new THREE.Vector3( -1, -1, 0.1 ),
v5 = new THREE.Vector3( -1, 1, 2 ),
v6 = new THREE.Vector3( 1, 1, 2 ),
v7 = new THREE.Vector3( 1, -1, 2 ),
v8 = new THREE.Vector3( -1, -1, 2 );
geom.vertices.push(v1,v2,v3,v4,v5,v6,v7,v8);
geom.faces.push(
new THREE.Face3(0,1,3),
new THREE.Face3(1,2,3),
new THREE.Face3(4,5,7),
new THREE.Face3(5,6,7),
new THREE.Face3(1,4,5),
new THREE.Face3(0,1,4),
new THREE.Face3(2,3,7),
new THREE.Face3(2,6,7),
new THREE.Face3(0,3,7),
new THREE.Face3(0,4,7),
new THREE.Face3(1,2,5),
new THREE.Face3(2,5,6)
);
var mat = new THREE.MeshNormalMaterial();
mat.side = THREE.DoubleSide;
var cube = new THREE.Mesh( geom, mat);
scene.add(cube);
如果我正常渲染立方體,使用下面的代碼,立方體將按預期渲染。
cube = new THREE.Mesh(new THREE.CubeGeometry(2, 2, 2), new THREE.MeshNormalMaterial());
scene.add(cube);
您尚未指定頂點法線。 對於快速的東西,計算面法線,如下:
geom.computeFaceNormals();
但您應該學習如何在自定義幾何體中設置頂點法線。
此外,面對“纏繞順序”應逆時針。 你不是一直這樣做的。
如果正確定義了面,則可以刪除side = THREE.DoubleSide
。
three.js r.90
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