大家,
我已经提到了 material.needsUpdate & texture.needsUpdate ,但我还包括一个旋转的立方体,所以我知道动画例程在某种程度上起作用 .
这是代码:
if ( window.innerWidth === 0 ) { window.innerWidth = parent.innerWidth; window.innerHeight = parent.innerHeight; }
var camera, scene, renderer;
var mesh, geometry, material;
var light, sign, animTex;
var canvas, context;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1200 );
camera.position.z = 700;
scene = new THREE.Scene();
material = new THREE.MeshLambertMaterial(
{ color: 0x885522
, wireframe: false
, overdraw: false
} );
geometry = new THREE.CubeGeometry( 80, 120, 100, 1,1,1);
mesh = new THREE.Mesh( geometry, material );
sign = createSign();
light = new THREE.DirectionalLight(0xFFFFFF, 3.0);
light.position = new THREE.Vector3(5,10,7);
light.target = new THREE.Vector3(0,0,0);
scene.add( mesh );
scene.add( sign );
scene.add( light );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function createSign() {
canvas = document.createElement("canvas");
context = canvas.getContext("2d");
canvas.width = 200;
canvas.height = 200;
context = canvas.getContext("2d");
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
var material = new THREE.MeshBasicMaterial({ map : texture, overdraw: true });
material.needsUpdate = true;
var mesh = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), material);
mesh.doubleSided = true;
return mesh;
}
function animate() {
var time = Date.now()*0.01;
var sinTime = Math.sin ( time * 0.05 ) * 100;
var cosTime = Math.cos ( time * 0.05 ) * 100;
mesh.rotation.y = sinTime*0.01;
requestAnimationFrame( animate );
context.fillStyle="black";
context.fillRect(0,0,canvas.width,canvas.height);
context.fillStyle="white";
context.fillRect ( (canvas.width/2) + sinTime, (canvas.height/2) + cosTime, 20, 20 )
renderer.render( scene, camera );
}
这运行,但我似乎无法让Canvas纹理材质更新 . 我忽略了什么?非常感谢任何指针!
2 回答
在
render()
电话之前放置此权限:小提琴:http://jsfiddle.net/pPKVa/
每次使用纹理时(每个渲染循环)都会重置
needsUpdate
标志(为假),因此需要在渲染循环中设置为true(在渲染调用之前,或者它将关闭帧) . 所以在你的例子中,将sign.material.map.needsUpdate = true
放在renderer.render( scene, camera )
之前 . 不需要texture.needsUpdate = true
和material.needsUpdate = true
.此外,您只需在纹理上设置
needsUpdate
标志,因为材料属性不会更改 .