Javascript 带有Obj和Cubemap的Three.js场景,接收THbindTexture:纹理不能用于多个目标
我正在尝试创建一个带有立方体贴图全景背景的three.js场景和一些放置有.mtl纹理的.obj文件。但是,我收到此WebGL错误,我无法找出其来源:Javascript 带有Obj和Cubemap的Three.js场景,接收THbindTexture:纹理不能用于多个目标,javascript,three.js,webgl,Javascript,Three.js,Webgl,我正在尝试创建一个带有立方体贴图全景背景的three.js场景和一些放置有.mtl纹理的.obj文件。但是,我收到此WebGL错误,我无法找出其来源: THbindTexture:纹理不能用于多个目标 有人知道可能出了什么问题吗?以下是相关代码: var camera, cubeCamera, scene, object, renderer; var cube, sphere, torus; var fov = 70, isUserInte
THbindTexture:纹理不能用于多个目标
有人知道可能出了什么问题吗?以下是相关代码:
var camera, cubeCamera, scene, object, renderer;
var cube, sphere, torus;
var fov = 70,
isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0;
var skyLoader = new THREE.TextureLoader();
skyLoader.load( 'pano.jpg', function ( texture ) {
texture.mapping = THREE.UVMapping;
init( texture );
animate();
} );
function init( texture ) {
camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
var mesh = new THREE.Mesh( new THREE.SphereGeometry( 500, 60, 40 ), new THREE.MeshBasicMaterial( { map: texture } ) );
mesh.scale.x = -1;
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
cubeCamera = new THREE.CubeCamera( 1, 1000, 256 );
scene.add( cubeCamera );
document.body.appendChild( renderer.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
document.addEventListener( 'MozMousePixelScroll', onDocumentMouseWheel, false);
window.addEventListener( 'resize', onWindowResized, false );
onWindowResized( null );
var loader = new THREE.OBJLoader();
loader.load( 'nsa_sanantonio.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.envMap = texture;
// add any other properties you want here. check the docs.
}
} );
scene.add( object );
} );
}
function onWindowResized( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1100 );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
}
function onDocumentMouseMove( event ) {
lon = ( event.clientX - onPointerDownPointerX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
}
function onDocumentMouseWheel( event ) {
// WebKit
if ( event.wheelDeltaY ) {
fov -= event.wheelDeltaY * 0.05;
// Opera / Explorer 9
} else if ( event.wheelDelta ) {
fov -= event.wheelDelta * 0.05;
// Firefox
} else if ( event.detail ) {
fov += event.detail * 1.0;
}
camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1100 );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now();
lon += .15;
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
camera.position.x = 100 * Math.sin( phi ) * Math.cos( theta );
camera.position.y = 100 * Math.cos( phi );
camera.position.z = 100 * Math.sin( phi ) * Math.sin( theta );
camera.lookAt( scene.position );
cubeCamera.updateCubeMap( renderer, scene );
renderer.render( scene, camera );
}
我不明白两种纹理是如何同时应用的。
我从你那里得到了Objloader代码
但它也不适用于普通的obj/stl加载程序。我的网站上有一个演示(你会看到我的模型是黑色的)
bindTexture:纹理不能用于多个目标
意味着您试图以两种不同的方式使用同一纹理,一种是2D纹理,另一种是立方体贴图。纹理只能是一种或另一种,不能同时是两种
bindTexture:纹理不能用于多个目标
意味着您试图以两种不同的方式使用同一纹理,一种是2D纹理,另一种是立方体贴图。纹理只能是一种或另一种,不能两者兼而有之。代码缩进令人困惑…代码缩进令人困惑。。。