【发布时间】:2020-05-11 08:26:45
【问题描述】:
使用 A-Frame 和 Three.JS,我想渲染到 WebGLRenderTarget 并根据其纹理创建材质,如下所示:
var targetPlane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2, 2),
new THREE.MeshBasicMaterial({color: 'blue'})
);
targetPlane.position.set(-2, 1, -2);
scene.add(targetPlane);
var redPlane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2, 2),
new THREE.MeshBasicMaterial({color: 'red'})
);
redPlane.position.set(2, 1, -2);
scene.add(redPlane);
var myCamera = new THREE.PerspectiveCamera(45, 1, 0.1, 1000);
myCamera.position.set(2, 1, 0);
scene.add(myCamera);
var myRenderer = new THREE.WebGLRenderer();
myRenderer.setSize(200, 200);
myRenderer.render(scene, myCamera);
var renderTarget = new THREE.WebGLRenderTarget(200, 200, {minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter});
myRenderer.setRenderTarget(renderTarget);
myRenderer.render(scene, myCamera);
targetPlane.material = new THREE.MeshBasicMaterial({map: renderTarget.texture});
renderer.render(scene, camera);
结果只是一个空白的白色材料。相机设置正确。以下代码有效:
myRenderer.setRenderTarget(null);
myRenderer.render(scene, myCamera);
img.src = myRenderer.domElement.toDataURL();
我发了fiddle 来演示一下。
【问题讨论】:
标签: javascript three.js aframe