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社区首页 >问答首页 >three.js -如何在网格之前渲染scene.background?

three.js -如何在网格之前渲染scene.background?
EN

Stack Overflow用户
提问于 2022-01-25 20:04:23
回答 1查看 279关注 0票数 0

我是Javascript和ThreeJS的新手。我有一个3D旋转立方体,它出现在静态背景之上,但一个令人沮丧的属性是,立方体通常首先出现,然后出现背景图像。如何确保先呈现背景?具体来说,我总是希望背景图像出现在立方体前面。

我的代码:

代码语言:javascript
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<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>My first three.js app</title>
    <style>
        body { margin: 0; }
    </style>
</head>
<body>
<script src="js/three.js"></script>
<script>

    function resize() {

        var aspect = window.innerWidth / window.innerHeight;
        let texAspect = bgWidth / bgHeight;
        let relAspect = aspect / texAspect;

        bgTexture.repeat = new THREE.Vector2( Math.max(relAspect, 1), Math.max(1/relAspect,1) );
        bgTexture.offset = new THREE.Vector2( -Math.max(relAspect-1, 0)/2, -Math.max(1/relAspect-1, 0)/2 );

        renderer.setSize(window.innerWidth, window.innerHeight);
        camera.aspect = aspect;
        camera.updateProjectionMatrix();
    }

    const scene = new THREE.Scene();

    // Arguments:
    //      1) Field of Value (degrees)
    //      2) Aspect ratio
    //      3) Near clipping plane
    //      4) Far clipping plane
    const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

    const renderer = new THREE.WebGLRenderer();
    // Need to set size of renderer. For performance, may want to reduce size.
    // Can also reduce resolution by passing false as third arg to .setSize
    renderer.setSize( window.innerWidth, window.innerHeight );

    // Add the rendered to the HTML
    document.body.appendChild( renderer.domElement );

    // A BoxGeometry is an object that contains all points (vertices) and fill (faces)
    // of the cube
    const geometry = new THREE.BoxGeometry();

    // Determines surface color (maybe texture?)
    const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

    // Mesh takes a geometry and applies the material to it
    const cube = new THREE.Mesh( geometry, material );

    // Add background image
    const loader = new THREE.TextureLoader();
    bgTexture = loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' ,
        function(texture) {
            // Resize image to fit in window
            // Code from https://stackoverflow.com/a/48126806/4570472
            var img = texture.image;
            var bgWidth = img.width;
            var bgHeight = img.height;
            resize();
    });

    scene.background = bgTexture;

    // By default, whatever we add to the scene will be at coordinates (0, 0, 0)
    scene.add( cube );

    camera.position.z = 5;



    // This somehow creates a loop that causes the rendered to draw the scene
    // every time the screen is refreshed (typically 60fps)
    function animate() {
        requestAnimationFrame( animate );
        cube.rotation.x += 0.01;
        cube.rotation.y += 0.01;
        renderer.render( scene, camera );
    }
    animate();
</script>
</body>
</html>
EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2022-01-25 21:00:35

之所以会发生这种情况,是因为纹理加载所用的时间比Three.js设置场景其余部分所需的时间要长。您已经为onLoad回调TextureLoader.load()设置了一个处理程序,因此我们可以使用它来调整行为。

scene.add( cube );之前,添加一个新行:

代码语言:javascript
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cube.visible = false;

现在立方体仍将被添加到场景中,但它将不可见。现在,在resize()调用之后,在function(texture)的末尾添加

代码语言:javascript
运行
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cube.visible = true;

在本地测试问题和解决方案时,我在代码中遇到了其他一些不太重要的问题。您可以看到我为使它在这个要旨上正常运行而必须做的所有更改。

票数 1
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/70855013

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