Javascript ThreeJS WebGLRenderTarget具有空白纹理
使用A-Frame和Three.JS,我希望渲染到WebGLRenderTarget并基于其纹理创建材质,如下所示:Javascript ThreeJS WebGLRenderTarget具有空白纹理,javascript,three.js,aframe,Javascript,Three.js,Aframe,使用A-Frame和Three.JS,我希望渲染到WebGLRenderTarget并基于其纹理创建材质,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 re
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。摄像头设置正确。以下代码起作用:
myRenderer.setRenderTarget(null);
myRenderer.render(scene, myCamera);
img.src = myRenderer.domElement.toDataURL();
我做了一个演示。您不能将
WebGLRenderer
生成的渲染目标与WebGLRenderer
的不同实例一起使用,因为WebGL资源(如缓冲区、纹理或着色器程序)不能在WebGL上下文中共享
因此,必须使用渲染器
生成渲染目标并渲染最终场景
更新小提琴:
three.js R112