Three.js所有纹理都是白色
我更改了 Three.js 的版本,因为我想使用投影仪,但现在我所有的纹理都变成了白色。我找不到它有什么问题。我在控制台中没有收到任何错误,这让我有点迷失。 我用的是r122。 有人知道发生了什么事吗?
这里的大部分代码来自于代码笔: https://codepen.io/yitliu/pen/bJoQLw
//----------VARIABLES----------
const dpi = window.devicePixelRatio;
const theCanvas = document.getElementById('canvas');
var h = window.innerHeight,
w = window.innerWidth;
aspectRatio = w / h,
fieldOfView = 25,
nearPlane = .1,
farPlane = 1000;
container = document.getElementById('container');
var dae, scene, camera, renderer;
var Colors = {
cyan: 0x248079,
brown: 0xA98F78,
brownDark: 0x9A6169,
green: 0x65BB61,
greenLight: 0xABD66A,
blue: 0x6BC6FF
};
function init() {
//----------SCENE----------
scene = new THREE.Scene();
//----------CAMERA----------
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane);
//----------RENDER----------
renderer = new THREE.WebGLRenderer({ canvas: canvas, alpha: true, antialias: true });
renderer.setSize(w * dpi, h * dpi);
theCanvas.style.width = `${w}px`;
theCanvas.style.height = `${h}px`;
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
camera.position.set(-5, 6, 8);
camera.lookAt(new THREE.Vector3(0, 0, 0));
//---------LIGHT---------
var light = new THREE.AmbientLight(0xffffff, .5);
var shadowLight = new THREE.DirectionalLight(0xffffff, .5);
shadowLight.position.set(200, 200, 200);
shadowLight.castShadow = true;
var backLight = new THREE.DirectionalLight(0xffffff, .2);
backLight.position.set(-100, 200, 50);
backLight.castShadow = true;
scene.add(backLight);
scene.add(light);
scene.add(shadowLight);
//---------CONTROLS---------
const controls = new THREE.OrbitControls(camera, renderer.domElement);
//---------GEOMETRY---------
var geometry_left = new THREE.CubeGeometry(2, .2, 4);
var material_grass = new THREE.MeshLambertMaterial({ color: Colors.greenLight });
var ground_left = new THREE.Mesh(geometry_left, material_grass);
ground_left.position.set(-1, 0.1, 0);
ground_left.receiveShadow = true;
scene.add(ground_left);
var geometry_bot = new THREE.CubeGeometry(4, .2, 1);
var material_grass = new THREE.MeshLambertMaterial({ color: Colors.greenLight });
var ground_bot = new THREE.Mesh(geometry_bot, material_grass);
ground_bot.position.set(0, 0.1, 2);
ground_bot.receiveShadow = true;
scene.add(ground_bot);
var geometry_top = new THREE.CubeGeometry(4, .2, 1);
var material_grass = new THREE.MeshLambertMaterial({ color: Colors.greenLight });
var ground_top = new THREE.Mesh(geometry_top, material_grass);
ground_top.position.set(0, 0.1, -2);
ground_top.receiveShadow = true;
scene.add(ground_top);
var geometry_river = new THREE.CubeGeometry(1, .1, 4);
var material_river = new THREE.MeshLambertMaterial({ color: Colors.blue });
var river = new THREE.Mesh(geometry_river, material_river);
river.position.set(.5, .1, 0);
river.receiveShadow = true;
scene.add(river);
var geometry_bed = new THREE.CubeGeometry(1, .05, 4);
var bed = new THREE.Mesh(geometry_bed, material_grass);
bed.position.set(.5, .025, 0);
scene.add(bed);
var geometry_right = new THREE.CubeGeometry(1, .2, 4);
var ground_right = new THREE.Mesh(geometry_right, material_grass);
ground_right.position.set(1.5, 0.1, 0);
ground_right.receiveShadow = true;
scene.add(ground_right);
var tree = function (x, z) {
this.x = x;
this.z = z;
var material_trunk = new THREE.MeshLambertMaterial({ color: Colors.brownDark });
var geometry_trunk = new THREE.CubeGeometry(.15, .15, .15);
var trunk = new THREE.Mesh(geometry_trunk, material_trunk);
trunk.position.set(this.x, .275, this.z);
trunk.castShadow = true;
trunk.receiveShadow = true;
scene.add(trunk);
var geometry_leaves = new THREE.CubeGeometry(.25, .4, .25);
var material_leaves = new THREE.MeshLambertMaterial({ color: Colors.green });
var leaves = new THREE.Mesh(geometry_leaves, material_leaves);
leaves.position.set(this.x, .2 + .15 + .4 / 2, this.z);
leaves.castShadow = true;
scene.add(leaves);
}
tree(-1.5, -1.5);
//tree(-1.25,.75);
tree(-.25, -.85);
tree(0.4, 2);
//tree(1.25,-2);
tree(1.75, .35);
var material_wood = new THREE.MeshLambertMaterial({ color: Colors.brown });
var geometry_block = new THREE.CubeGeometry(1.3, .02, .6);
var block = new THREE.Mesh(geometry_block, material_wood);
block.position.set(.5, .21, .2);
block.castShadow = true;
block.receiveShadow = true;
scene.add(block);
//---------CAR---------
var loader = new THREE.ColladaLoader();
loader.load('offroadcar.dae', function (collada) {
dae = collada.scene;
dae.scale.x = dae.scale.y = dae.scale.z = 0.1;
dae.position.set(-1, .2, 0);
dae.updateMatrix();
//customizeShadow(dae, .25)
scene.add(dae);
dae.castShadow = true;
dae.receiveShadow = true;
})
}// end of init
//---------STARTING---------
init();
animate();
//---------LISTENERS---------
theCanvas.addEventListener('click', function (evt) {
clickInfo.userHasClicked = true;
clickInfo.x = evt.clientX - theCanvas.offsetLeft;
clickInfo.y = evt.clientY - theCanvas.offsetTop;
}, false);
//---------METHODS---------
function animate() {
renderer.render(scene, camera);
requestAnimationFrame(function () { animate(); });
}
I've changed the version of my three.js because i wanted to use projector but now all my texture went white. I can't find what is wrong with it. I'm not getting any error in the console, which makes me a bit lost.
I was using r122.
Any body know what is happening ?
most of the code here comes from a code pen :
https://codepen.io/yitliu/pen/bJoQLw
//----------VARIABLES----------
const dpi = window.devicePixelRatio;
const theCanvas = document.getElementById('canvas');
var h = window.innerHeight,
w = window.innerWidth;
aspectRatio = w / h,
fieldOfView = 25,
nearPlane = .1,
farPlane = 1000;
container = document.getElementById('container');
var dae, scene, camera, renderer;
var Colors = {
cyan: 0x248079,
brown: 0xA98F78,
brownDark: 0x9A6169,
green: 0x65BB61,
greenLight: 0xABD66A,
blue: 0x6BC6FF
};
function init() {
//----------SCENE----------
scene = new THREE.Scene();
//----------CAMERA----------
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane);
//----------RENDER----------
renderer = new THREE.WebGLRenderer({ canvas: canvas, alpha: true, antialias: true });
renderer.setSize(w * dpi, h * dpi);
theCanvas.style.width = `${w}px`;
theCanvas.style.height = `${h}px`;
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
camera.position.set(-5, 6, 8);
camera.lookAt(new THREE.Vector3(0, 0, 0));
//---------LIGHT---------
var light = new THREE.AmbientLight(0xffffff, .5);
var shadowLight = new THREE.DirectionalLight(0xffffff, .5);
shadowLight.position.set(200, 200, 200);
shadowLight.castShadow = true;
var backLight = new THREE.DirectionalLight(0xffffff, .2);
backLight.position.set(-100, 200, 50);
backLight.castShadow = true;
scene.add(backLight);
scene.add(light);
scene.add(shadowLight);
//---------CONTROLS---------
const controls = new THREE.OrbitControls(camera, renderer.domElement);
//---------GEOMETRY---------
var geometry_left = new THREE.CubeGeometry(2, .2, 4);
var material_grass = new THREE.MeshLambertMaterial({ color: Colors.greenLight });
var ground_left = new THREE.Mesh(geometry_left, material_grass);
ground_left.position.set(-1, 0.1, 0);
ground_left.receiveShadow = true;
scene.add(ground_left);
var geometry_bot = new THREE.CubeGeometry(4, .2, 1);
var material_grass = new THREE.MeshLambertMaterial({ color: Colors.greenLight });
var ground_bot = new THREE.Mesh(geometry_bot, material_grass);
ground_bot.position.set(0, 0.1, 2);
ground_bot.receiveShadow = true;
scene.add(ground_bot);
var geometry_top = new THREE.CubeGeometry(4, .2, 1);
var material_grass = new THREE.MeshLambertMaterial({ color: Colors.greenLight });
var ground_top = new THREE.Mesh(geometry_top, material_grass);
ground_top.position.set(0, 0.1, -2);
ground_top.receiveShadow = true;
scene.add(ground_top);
var geometry_river = new THREE.CubeGeometry(1, .1, 4);
var material_river = new THREE.MeshLambertMaterial({ color: Colors.blue });
var river = new THREE.Mesh(geometry_river, material_river);
river.position.set(.5, .1, 0);
river.receiveShadow = true;
scene.add(river);
var geometry_bed = new THREE.CubeGeometry(1, .05, 4);
var bed = new THREE.Mesh(geometry_bed, material_grass);
bed.position.set(.5, .025, 0);
scene.add(bed);
var geometry_right = new THREE.CubeGeometry(1, .2, 4);
var ground_right = new THREE.Mesh(geometry_right, material_grass);
ground_right.position.set(1.5, 0.1, 0);
ground_right.receiveShadow = true;
scene.add(ground_right);
var tree = function (x, z) {
this.x = x;
this.z = z;
var material_trunk = new THREE.MeshLambertMaterial({ color: Colors.brownDark });
var geometry_trunk = new THREE.CubeGeometry(.15, .15, .15);
var trunk = new THREE.Mesh(geometry_trunk, material_trunk);
trunk.position.set(this.x, .275, this.z);
trunk.castShadow = true;
trunk.receiveShadow = true;
scene.add(trunk);
var geometry_leaves = new THREE.CubeGeometry(.25, .4, .25);
var material_leaves = new THREE.MeshLambertMaterial({ color: Colors.green });
var leaves = new THREE.Mesh(geometry_leaves, material_leaves);
leaves.position.set(this.x, .2 + .15 + .4 / 2, this.z);
leaves.castShadow = true;
scene.add(leaves);
}
tree(-1.5, -1.5);
//tree(-1.25,.75);
tree(-.25, -.85);
tree(0.4, 2);
//tree(1.25,-2);
tree(1.75, .35);
var material_wood = new THREE.MeshLambertMaterial({ color: Colors.brown });
var geometry_block = new THREE.CubeGeometry(1.3, .02, .6);
var block = new THREE.Mesh(geometry_block, material_wood);
block.position.set(.5, .21, .2);
block.castShadow = true;
block.receiveShadow = true;
scene.add(block);
//---------CAR---------
var loader = new THREE.ColladaLoader();
loader.load('offroadcar.dae', function (collada) {
dae = collada.scene;
dae.scale.x = dae.scale.y = dae.scale.z = 0.1;
dae.position.set(-1, .2, 0);
dae.updateMatrix();
//customizeShadow(dae, .25)
scene.add(dae);
dae.castShadow = true;
dae.receiveShadow = true;
})
}// end of init
//---------STARTING---------
init();
animate();
//---------LISTENERS---------
theCanvas.addEventListener('click', function (evt) {
clickInfo.userHasClicked = true;
clickInfo.x = evt.clientX - theCanvas.offsetLeft;
clickInfo.y = evt.clientY - theCanvas.offsetTop;
}, false);
//---------METHODS---------
function animate() {
renderer.render(scene, camera);
requestAnimationFrame(function () { animate(); });
}
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