我希望在three.js中创建一个平面,但点数比默认值更多(因此我不想使用PlaneGeometry,因为我认为它不会让我定义自定义点)。原因是我想能够在任何给定时间动画或移动任何给定点。
这是我目前的进展:
我希望做的是创建类似于这个的东西:
http://www.math.ubc.ca/~cass/courses/m308-02b/projects/schweber/square%20tiles.gif
这是我目前的进展:
var camera;
var scene;
var renderer;
var mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000);
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 ).normalize();
scene.add(light);
var geometry = new THREE.PlaneGeometry( 50, 50);
var texture = THREE.ImageUtils.loadTexture('images/03032122.png', {}, function() {
renderer.render(scene, camera);
})
var material = new THREE.MeshBasicMaterial({map: texture, transparent: true })
mesh = new THREE.Mesh(geometry, material );
mesh.position.z = -50;
scene.add( mesh );
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0xffffff, 1);
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
render();
}
function animate() {
//mesh.scale.x+= 0.0003;
render();
requestAnimationFrame( animate );
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
我希望做的是创建类似于这个的东西:
http://www.math.ubc.ca/~cass/courses/m308-02b/projects/schweber/square%20tiles.gif
geometry.vertices.push( new THREE.Vector3(0,1,10),//顶点0 new THREE.Vector3(1,0,10),//1 new THREE.Vector3(1,1,10),//2 new THREE.Vector3(0,0,10)//3 ); geometry.faces.push( new THREE.Face3(2,1,0),//使用排名为2、1、0的顶点 new THREE.Face3(1,1,2)//vertices[3],1,2... );
但是我遇到了一个错误:glDrawElements: attempt to access out of range vertices in attribute 1。 - blazerix