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我想一些點光源,添加到現場,但現場停止與登錄控制檯以下錯誤渲染:不能點光源添加到場景
ERROR: 0:113: '' : array size must be a positive integer
ERROR: 0:113: '' : array size must be a positive integer
ERROR: 0:114: '' : array size must be a positive integer
ERROR: 0:114: '' : array size must be a positive integer
ERROR: 0:115: '' : array size must be a positive integer
ERROR: 0:115: '' : array size must be a positive integer
ERROR: 0:116: '' : array size must be a positive integer
ERROR: 0:116: '' : array size must be a positive integer
ERROR: 0:117: '' : array size must be a positive integer
ERROR: 0:117: '' : array size must be a positive integer
堆棧跟蹤如下:
getShader (type="fragment", string="precision highp float;\n..., fogFactor);\n#endif\n}")three.js line 24659
buildProgram (shaderID="phong", fragmentShader="uniform vec3 diffuse;\nu..., fogFactor);\n#endif\n}", vertexShader="#define PHONG\nvarying v...rldPosition;\n}\n#endif\n}", uniforms=Object { diffuse={...}, opacity={...}, map={...}, more...}, attributes=undefined, defines=undefined, parameters=Object { map=true, envMap=false, lightMap=false, more...})three.js line 24502
initMaterial(material=Object { id=0, side=0, opacity=1, more...}, lights=[Object { id=3, properties={...}, parent={...}, more...}, Object { id=4, properties={...}, parent={...}, more...}, Object { id=5, properties={...}, parent={...}, more...}, 2 more...], fog=null, object=Object { id=8, properties={...}, parent={...}, more...})three.js line 23039
setProgram(camera=Object { id=1, properties={...}, parent={...}, more...}, lights=[Object { id=3, properties={...}, parent={...}, more...}, Object { id=4, properties={...}, parent={...}, more...}, Object { id=5, properties={...}, parent={...}, more...}, 2 more...], fog=null, material=Object { id=0, side=0, opacity=1, more...}, object=Object { id=8, properties={...}, parent={...}, more...})three.js line 23109
renderBuffer(camera=Object { id=1, properties={...}, parent={...}, more...}, lights=[Object { id=3, properties={...}, parent={...}, more...}, Object { id=4, properties={...}, parent={...}, more...}, Object { id=5, properties={...}, parent={...}, more...}, 2 more...], fog=null, material=Object { id=0, side=0, opacity=1, more...}, geometryGroup=Object { faces3=[0], faces4=[1], materialIndex=0, more...}, object=Object { id=8, properties={...}, parent={...}, more...})three.js line 21576
renderObjects (renderList=[Object { buffer={...}, object={...}, opaque={...}, more...}], reverse=true, materialType="opaque", camera=Object { id=1, properties={...}, parent={...}, more...}, lights=[Object { id=3, properties={...}, parent={...}, more...}, Object { id=4, properties={...}, parent={...}, more...}, Object { id=5, properties={...}, parent={...}, more...}, 2 more...], fog=null, useBlending=false, overrideMaterial=null)three.js line 22248
render(scene=Object { id=2, properties={...}, children=[7], more...}, camera=Object { id=1, properties={...}, parent={...}, more...}, renderTarget=undefined, forceClear=undefined)three.js line 22122
animate() line 154
marinbezhanov.com:8080()
我的代碼如下所示:
if (!Detector.webgl) Detector.addGetWebGLMessage();
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container, camera, scene, renderer, light1, light2, light3, light4;
var clock = new THREE.Clock();
// INIT
container = document.createElement('div');
document.body.appendChild(container);
// CAMERA
camera = new THREE.PerspectiveCamera(80, SCREEN_WIDTH/SCREEN_HEIGHT, 1, 4096);
camera.position.set(0, 512, 1024);
// SCENE
scene = new THREE.Scene();
scene.add(camera);
// LIGHTS
scene.add(new THREE.AmbientLight(0x000000));
light1 = new THREE.PointLight(0xff0040, 2, 50);
scene.add(light1);
light2 = new THREE.PointLight(0x0040ff, 2, 50);
scene.add(light2);
light3 = new THREE.PointLight(0x80ff80, 2, 50);
scene.add(light3);
light4 = new THREE.PointLight(0xffaa00, 2, 50);
scene.add(light4);
// GROUND
var gt = THREE.ImageUtils.loadTexture("textures/texture.jpg");
var gg = new THREE.PlaneGeometry(4096, 4096);
var gm = new THREE.MeshPhongMaterial({color:0x777777, map:gt});
var ground = new THREE.Mesh(gg, gm);
ground.rotation.x = -Math.PI/2;
ground.material.map.repeat.set(16, 16);
ground.material.map.wrapS = ground.material.map.wrapT = THREE.RepeatWrapping;
ground.receiveShadow = true;
scene.add(ground);
// RENDERER
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container.appendChild(renderer.domElement);
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapCascade = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
// STATS
var stats = new Stats();
container.appendChild(stats.domElement);
// CONTROLS
cameraControls = new THREE.TrackballControls(camera, renderer.domElement);
cameraControls.target.set(0, 50, 0);
// ANIMATE
function animate()
{
requestAnimationFrame(animate);
var delta = clock.getDelta();
cameraControls.update(delta);
renderer.render(scene, camera);
stats.update();
}
animate();
當我使用方向燈或射燈研究所ead - 場景呈現良好,我沒有任何錯誤。任何想法爲什麼會發生這種情況?
我使用R56
謝謝,工作。 – maringtr 2013-03-04 19:15:02
爲了清晰起見,PointLight不會造成問題,它缺少陰影投射燈。將SpotLight添加到場景中將起作用,PointLights可能會保留原位。我懷疑錯誤是創建了一組「陰影」燈,但它是空的。 – 2014-01-04 05:41:32