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Three.js未填充的SkyBox_Three.js_Culling_Skybox - Fatal编程技术网

Three.js未填充的SkyBox

Three.js未填充的SkyBox,three.js,culling,skybox,Three.js,Culling,Skybox,我正试图使我的skybox不受camera.far参数的影响。我想用它剔除所有其他场景对象,而不是天空盒 当我设置skyBox.frustumCulled=false时没有区别skyBox当然是网格 这是通过添加另一个渲染过程来完成的吗?如果是这样的话,我需要两个不同的摄像头,一个具有非常高的远距值,以允许查看skybox,对吗?如何有效地做到这一点 为清晰起见,以下是用于绘制skybox的my terrain对象代码片段: shader = THREE.ShaderLib["cube"

我正试图使我的skybox不受
camera.far
参数的影响。我想用它剔除所有其他场景对象,而不是天空盒

当我设置
skyBox.frustumCulled=false时没有区别<代码>skyBox
当然是网格

这是通过添加另一个渲染过程来完成的吗?如果是这样的话,我需要两个不同的摄像头,一个具有非常高的远距值,以允许查看skybox,对吗?如何有效地做到这一点

为清晰起见,以下是用于绘制skybox的my terrain对象代码片段:

    shader = THREE.ShaderLib["cube"];
    shader.uniforms["tCube"].value = this.cubetexture;

    mat = new THREE.ShaderMaterial({
        uniforms: shader.uniforms,
        fragmentShader: shader.fragmentShader,
        vertexShader: shader.vertexShader,
        depthWrite: false,
        side: THREE.BackSide
    });

    geo = new THREE.BufferGeometry().fromGeometry(new THREE.BoxGeometry(1024, 1024, 1024));

    mesh = new THREE.Mesh(geo, mat);

    mesh.rotation.y += 90;

    mesh.scale.x = mesh.scale.y = mesh.scale.z = 50;

    mesh.frustumCulled = false;
    mesh.matrixAutoUpdate = false;
    mesh.rotationAutoUpdate = false;
    mesh.updateMatrix();

    this.skybox = mesh;

    scene.add(this.skybox);

您正在“主”场景中添加skybox。完成skydome的更好方法是创建一个新场景。这将是你的“主要”场景的“背景”。还有一个关于skydomes v.s.SkyBox的讨论,简单地说,一个盒子可以保存多边形,一个圆顶看起来更好。在本例中,我将使用圆顶/球体

var renderer = new THREE.WebGLRenderer( {alpha: true, antialias: true} );
var mainScene = new THREE.Scene();
var mainCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000 );

var skydome = {
    scene: new THREE.Scene(),
    camera: new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000 );
};

skydome.material = new THREE.MeshBasicMaterial({color: 0x0F0F0F}) //the material for the skydome, for sake of lazyness i took a MeshBasicMaterial.
skydome.mesh = new THREE.Mesh(new THREE.SphereGeometry(100, 20, 20), skydome.material);
skydome.scene.add(skydome.mesh);
现在,在渲染功能期间,只调整skydome摄影机的旋转,而不调整位置

var render = function(){
    requestAnimationFrame( render );
    skydome.camera.quaternion = mainCamera.quaternion;
    renderer.render(skydome.scene, skydome.camera); //first render the skydome
    renderer.render(mainScene, mainCamera);//then render the rest over the skydome
};
renderer.autoclear = false; //otherwise only the main scene will be rendered.

哇!看起来棒极了,我迫不及待地想回家试试=]嗯,这是一个很好的答案,但由于某种原因,在实现了您的代码后,我发现只有我的skybox被渲染:(