我想有三个JS像创建一个地球这个例子是从升级这一项 。 我的问题是,即使是在想我添加到现场第一天的代码, 地球后,并在年底呈现接缝的气氛不明白这个顺序跟这个有respondes
现在,当我放大并获得地球近点物体渲染工作正确的给这个性反应。
正如你所看到的问题也与THREE.EdgesHelper
时长缩放级别它在某些地方甚至认为它是地球后面被渲染,但在短期缩放级别它可以完美运行。 任何想法如何克服呢? 这是所有创建领域的代码:
function earthView(){
if (!scene){
main();//here i create the controls,camera,scene,renderer etc
}
// create the geometry sphere stars
var geometry = new THREE.SphereGeometry(6371000000, 36, 36)
// create the material, using a texture of startfield
var material = new THREE.MeshBasicMaterial()
material.map = THREE.ImageUtils.loadTexture('images/earthView/ESO_-_Milky_Way.jpg')
material.side = THREE.BackSide
// create the mesh based on geometry and material
var mesh = new THREE.Mesh(geometry, material)
mesh.position.set(0,0,-6371000)
scene.add(mesh)
//earth
var geometry = new THREE.SphereGeometry(6371000, 36, 36)
var material = new THREE.MeshPhongMaterial()
var earthMesh = new THREE.Mesh(geometry, material)
//earthMesh.position.set(0,-6371000,0)
//earthMesh.rotation.set(0,-Math.PI/2,0)
helper = new THREE.EdgesHelper( earthMesh );
helper.material.color.set( 0xffffff );
material.map = THREE.ImageUtils.loadTexture('images/earthView/earthmap1k.jpg')
material.bumpMap = THREE.ImageUtils.loadTexture('images/earthView/earthbump1k.jpg')
material.bumpScale = 100
material.specularMap = THREE.ImageUtils.loadTexture('images/earthView/earthspec1k.jpg')
scene.add(earthMesh);
scene.add( helper );
//atmosphere
var geometry = new THREE.SphereGeometry(7365000, 36, 36)
var material = new createAtmosphereMaterial()
material.uniforms.glowColor.value.set(0x00b3ff)
material.uniforms.coeficient.value = 0.1
material.uniforms.power.value = 2.0
//material.side = THREE.BackSide
var earthAtmo = new THREE.Mesh(geometry, material)
//earthAtmo.position.set(0,0,-6371000)
scene.add(earthAtmo);
/**
* from http://stemkoski.blogspot.fr/2013/07/shaders-in-threejs-glow-and- halo.html
* @return {[type]} [description]
*/
function createAtmosphereMaterial(){
var vertexShader = [
'varying vec3 vNormal;',
'void main(){',
' // compute intensity',
' vNormal = normalize( normalMatrix * normal );',
' // set gl_Position',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}',
].join('\n')
var fragmentShader = [
'uniform float coeficient;',
'uniform float power;',
'uniform vec3 glowColor;',
'varying vec3 vNormal;',
'void main(){',
' float intensity = pow( coeficient - dot(vNormal, vec3(0.0, 0.0, 1.0)), power );',
' gl_FragColor = vec4( glowColor * intensity, 1.0 );',
'}',
].join('\n')
// create custom material from the shader code above
// that is within specially labeled script tags
var material = new THREE.ShaderMaterial({
uniforms: {
coeficient : {
type : "f",
value : 1.0
},
power : {
type : "f",
value : 2
},
glowColor : {
type : "c",
value : new THREE.Color('blue')
},
},
vertexShader : vertexShader,
fragmentShader : fragmentShader,
side : THREE.FrontSide,
blending : THREE.AdditiveBlending,
transparent : true,
depthWrite : false,
});
return material
}
}
我用renderer.sortObjects = false
,当我定义渲染这样的对象得到由他们在场景中添加的顺序呈现。
小结:获得帮助并呈现如PIC 2在所有缩放级别的气氛。
更新提示 :1.might这是显卡的问题2.might长途。我正在使用的像素是问题?