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我想在對象上應用紋理。 這是我的代碼:three.js-爲什麼它不在對象上應用紋理
<html>
<head>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="three.min.js"></script>
<script src="OBJLoader.js"></script>
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth/2;
var windowHalfY = window.innerHeight/2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 2000);
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 0, 1);
scene.add(directionalLight);
// texture
var manager = new THREE.LoadingManager();
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
var texture = new THREE.Texture();
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded/xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}
};
var onError = function (xhr) {
};
var loader = new THREE.ImageLoader(manager);
loader.load('bb.jpg', function (image) {
texture.image = image;
texture.needsUpdate = true;
});
// model
var loader = new THREE.OBJLoader(manager);
loader.load('note4.obj', function (object) {
object.traverse(function (child) {
if (child instanceof THREE.Mesh) {
child.material.map = texture;
}
});
object.position.y = - 80;
scene.add(object);
}, onProgress, onError);
//
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth/2;
windowHalfY = window.innerHeight/2;
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX)/2;
mouseY = (event.clientY - windowHalfY)/2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (- mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
</script>
<div><canvas width="1360" height="150" style="width: 1360px; height: 150px;"></canvas></div>
</body>
</html>
所有js文件,質地和對象文件都在同一個文件夾中。 當我打開頁面時,它給了我這些錯誤。我在firefox和chrome上測試了它,firefox向我展示了這些錯誤。
THREE.WebGLRenderer 69
THREE.WebGLRenderer: OES_texture_float extension not supported.
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
THREE.WebGLRenderer: OES_standard_derivatives extension not supported.
requestAnimationFrame is not defined
[Break On This Error] requestAnimationFrame(animate);
index.html (line 83)
bb.jpg 1 2
text is undefined
[Break On This Error] var lines = text.split('\n');
OBJLoader.js (line 195)
我在做什麼錯? 期待聽到您