【发布时间】:2015-04-02 01:43:01
【问题描述】:
我已经为 Loader 对象修改了 official example 来演示我的问题。我想创建一个网格,纹理贴图最好在创建几何之前加载。 目前我有一个问题,本地文件加载得很好,但不是远程文件。查看实际行为:
- 工作演示(本地):http://nylkiway.net/loadertest_local.html
- 不工作的演示(远程):nylkiway.net/loadertest_remote.html
使用加载器加载本地保存的.jpg,纹理在最终网格上显示良好,如工作演示中所示:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - image loader test
</div>
<script src="libs/three.min.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();
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( 'avatar.jpg', function ( image ) {
// uncomment next line, and comment above, to see the problem!
//loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
texture.image = image;
console.log("debug. image size: " + image.width + " X " + image.height );
texture.needsUpdate = true;
} );
// model
var object = new THREE.Mesh( new THREE.BoxGeometry(100 , 100, 100), new THREE.MeshBasicMaterial( {map: texture}));
object.position.y = - 80;
scene.add( object );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
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>
</body>
</html>
但是,当从远程服务器加载相同的图像时,纹理会被加载,或者至少我认为会加载,因为图像宽度等可以在 onLoad() 回调中访问。但是我得到错误并且网格没有渲染。取消注释该行:
loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
我收到很多错误:
“THREE.WebGLRenderer:纹理不是二的幂。Texture.minFilter 设置为 THREE.LinearFilter 或 THREE.NearestFilter。(未定义)”
虽然图片一模一样,我的小调试输出返回的是图片尺寸:
console.log("debug. image size: " + image.width + " X " + image.height );
“调试。图像大小:460 X 460”
我认为这不是 CORS 问题,因为已调用完成图像加载的回调。图像属性也是可读的。 我觉得,这一定是一个常见的问题,我搜索但并没有真正得到合适的答案。我认为这与图像尺寸不是 2 的幂没有任何关系,因为本地加载的图像作为纹理显示得很好。
任何帮助将不胜感激!
【问题讨论】:
标签: javascript image asynchronous three.js textures