使用MeshFaceMaterial在平铺纹理边缘发布Three.js
我正在尝试使用MeshFaceMaterial将多个图像的纹理平铺到平面几何体上。除了瓷砖之间形成的模糊边缘外,所有东西都很好用。使用MeshFaceMaterial在平铺纹理边缘发布Three.js,three.js,texture-mapping,tiling,Three.js,Texture Mapping,Tiling,我正在尝试使用MeshFaceMaterial将多个图像的纹理平铺到平面几何体上。除了瓷砖之间形成的模糊边缘外,所有东西都很好用。 var-textureArray=[]; var tileColumns=2; var tileRows=1; textureArray[0]=THREE.ImageUtils.loadTexture('./test3.jpg'); textureArray[1]=THREE.ImageUtils.loadTexture('./test4.jpg'); var f
var-textureArray=[];
var tileColumns=2;
var tileRows=1;
textureArray[0]=THREE.ImageUtils.loadTexture('./test3.jpg');
textureArray[1]=THREE.ImageUtils.loadTexture('./test4.jpg');
var faceCountPerTileX=2*widthSegments/tileColumns;
var faceCountPerTileY=高度段/平铺宽度;
var faceCountX=2*widthSegments;
var faceCountY=高度段;
对于(var tileIndexY=0;tileIndexY
我尝试过所有已知的解决方案,甚至尝试过编写自定义着色器并使用ShaderMaterial。但是运气不好,有人能帮我解决这个问题吗?从外观上看,您将集合中的invidual纹理的纹理模式设置为“重复”
这似乎是错误的,单个纹理不会重复,它们只显示一次。将纹理设置为“重复”会导致纹理的右侧在左侧“混合”(反之亦然),从而产生与屏幕截图上相同的可见接缝。我尝试了不重复,但问题是平面几何体的uv贴图范围为0到1,左边的纹理从第一个图像中取一半,右边的纹理从第二个图像中取一半。为了管理uv贴图,我使用了repeat。
var textureArray = [];
var tileColumns = 2;
var tileRows = 1;
textureArray[0] = THREE.ImageUtils.loadTexture('./test3.jpg');
textureArray[1] = THREE.ImageUtils.loadTexture('./test4.jpg');
var faceCountPerTileX = 2 * widthSegments/tileColumns;
var faceCountPerTileY = heightSegments/tileRows;
var faceCountX = 2 * widthSegments;
var faceCountY = heightSegments;
for(var tileIndexY = 0; tileIndexY < tileRows; tileIndexY++){
for(var tileIndexX = 0; tileIndexX < tileColumns; tileIndexX++){
var index = tileIndexY * tileColumns + tileIndexX;
textureArray[index].wrapS = THREE.RepeatWrapping;
textureArray[index].wrapT = THREE.RepeatWrapping;
textureArray[index].repeat.set(tileColumns,tileRows);
materialContainer[tileIndexY * tileColumns + tileIndexX] = new THREE.MeshBasicMaterial({
map: textureArray[tileIndexY * tileColumns + tileIndexX],
overdraw: true,
ambient: 0xffffff
});
for(var faceIndexY = tileIndexY * faceCountPerTileY; faceIndexY < (tileIndexY+1) * faceCountPerTileY; faceIndexY++){
for(var faceIndexX = tileIndexX * faceCountPerTileX; faceIndexX < (tileIndexX+1) * faceCountPerTileX; faceIndexX++){
g.faces[faceIndexY * faceCountX + faceIndexX].materialIndex = tileIndexY * tileColumns + tileIndexX;
}
}
}
}
var mat = new THREE.MeshFaceMaterial(materialContainer);
var obj = new THREE.Mesh(g, mat);