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我想映射一個使用three.js一個四邊形的紋理,但似乎是錯誤的紋理座標,因爲我看到的只是圖像的左上角像素(紫外線= {0,0}到處都是我猜的)...紋理映射與three.js
這是我如何定義幾何:
var geom = new THREE.Geometry();
geom.vertices.push(new THREE.Vertex(new THREE.Vector3(-100, 50, 0)));
geom.vertices.push(new THREE.Vertex(new THREE.Vector3(-100, -50, 0)));
geom.vertices.push(new THREE.Vertex(new THREE.Vector3(0, -50, 0)));
geom.vertices.push(new THREE.Vertex(new THREE.Vector3(0, 50, 0)));
geom.faces.push(new THREE.Face3(0, 1, 2));
geom.faces.push(new THREE.Face3(0, 2, 3));
geom.faceVertexUvs[0].push([new THREE.Vector2(0, 0),
new THREE.Vector2(10, 0),
new THREE.Vector2(10, 10)]);
geom.faceVertexUvs[0].push([new THREE.Vector2(0, 0),
new THREE.Vector2(10, 10),
new THREE.Vector2(0, 10)]);
//I also tried:
//geom.faceVertexUvs[0].push([new THREE.Vector2(0, 0),
// new THREE.Vector2(10, 0),
// new THREE.Vector2(10, 10),
// new THREE.Vector2(0, 0),
// new THREE.Vector2(10, 10),
// new THREE.Vector2(0, 10)]);
geom.computeCentroids();
geom.computeFaceNormals();
有人能發現什麼,我做錯了什麼?
感謝
THREE.UV已棄用,您的確應該使用THREE.Vector2。 – 2013-05-20 15:02:14