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我在three.js所建立的質地上的網狀紋理加載時,它看起來如何,我希望它太:three.js所改變材料
texture = THREE.ImageUtils.loadTexture("textures/hash.png");
texture.needsUpdate = true;
uniforms = {
color: { type: "c", value: new THREE.Color(0xffffff) },
texture: { type: "t", value: texture },
},
vertexShader = "varying vec2 vUv; void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);}",
fragmentShader = "uniform vec3 color; uniform sampler2D texture; varying vec2 vUv; void main() { vec4 tColor = texture2D(texture, vUv); gl_FragColor = vec4(mix(color, tColor.rgb, tColor.a), 1.0);}",
material = new THREE.ShaderMaterial({
uniforms : uniforms,
vertexShader : vertexShader,
fragmentShader : fragmentShader
});
,但我想改變紋理也就是在這個網以後,我已經試過這樣:
obj.mesh.material.uniforms.texture = THREE.ImageUtils.loadTexture("textures/1.png");
obj.mesh.material.uniforms.texture.needsUpdate = true;
,但是這並不能改變上顯示網格紋理,我怎樣才能改變一個THREE.ShaderMaterial紋理?
嘗試像以前一樣將它分配給'obj.mesh.material.uniforms.texture.value'。也可以考慮在紋理成功加載(訂閱加載事件)後設置'needsUpdate'標誌。 – Matthias
你說得對,我需要把它分配給'texture.value',謝謝 – 0xor1
很好。我添加了一個答案,所以你可以關閉這個問題。 – Matthias