提交 0bc79b59 编写于 作者: M Mr.doob

Cube tweaks reverted. It was yet again a left-handed to right-handed problem.

Would be nice if everyone in the internets used the same coordinate system :P
上级 7b0039ec
......@@ -65,18 +65,18 @@
wireframe = new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0, wireframe: true } );
var context = texture_placeholder.getContext( '2d' );
context.fillStyle = 'rgba( 200, 200, 200, 1 )';
context.fillStyle = 'rgb( 200, 200, 200 )';
context.fillRect( 0, 0, texture_placeholder.width, texture_placeholder.height );
var materials = [];
materials.push( [ loadTexture( 'textures/skymap_px.jpg' ), wireframe ] );
materials.push( [ loadTexture( 'textures/skymap_nx.jpg' ), wireframe ] );
materials.push( [ loadTexture( 'textures/skymap_py.jpg' ), wireframe ] );
materials.push( [ loadTexture( 'textures/skymap_ny.jpg' ), wireframe ] );
materials.push( [ loadTexture( 'textures/skymap_pz.jpg' ), wireframe ] );
materials.push( [ loadTexture( 'textures/skymap_nz.jpg' ), wireframe ] );
mesh = new THREE.Mesh( new Cube( 100, 100, 100, 7, 7, materials, true ), new THREE.MeshFaceMaterial() );
materials.push( [ loadTexture( 'textures/skymap_px.jpg' ), wireframe ] ); // right
materials.push( [ loadTexture( 'textures/skymap_nx.jpg' ), wireframe ] ); // left
materials.push( [ loadTexture( 'textures/skymap_py.jpg' ), wireframe ] ); // top
materials.push( [ loadTexture( 'textures/skymap_ny.jpg' ), wireframe ] ); // bottom
materials.push( [ loadTexture( 'textures/skymap_pz.jpg' ), wireframe ] ); // back
materials.push( [ loadTexture( 'textures/skymap_nz.jpg' ), wireframe ] ); // front
mesh = new THREE.Mesh( new Cube( 300, 300, 300, 7, 7, materials, true ), new THREE.MeshFaceMaterial() );
mesh.overdraw = true;
scene.addObject( mesh );
......
......@@ -92,9 +92,9 @@
}
var r = "textures/skymap_";
var urls = [ r + "right1024.jpg", r + "left1024.jpg",
r + "top1024.jpg", r + "bottom1024.jpg",
r + "front1024.jpg", r + "back1024.jpg" ];
var urls = [ r + "px.jpg", r + "nx.jpg",
r + "py.jpg", r + "ny.jpg",
r + "pz.jpg", r + "nz.jpg" ];
var images = loadImageArray( urls );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: new THREE.TextureCube( images ) } );
......
......@@ -11,7 +11,7 @@ var Cube = function ( width, height, depth, segments_width, segments_height, mat
width_half = width / 2,
height_half = height / 2,
depth_half = depth / 2,
flip = flipped !== undefined ? - 1 : 1;
flip = flipped ? - 1 : 1;
if ( materials !== undefined ) {
......@@ -41,8 +41,8 @@ var Cube = function ( width, height, depth, segments_width, segments_height, mat
buildPlane( 'z', 'y', 1 * flip, - 1, depth, height, - width_half, this.materials[ 1 ] ); // left
buildPlane( 'x', 'z', - 1 * flip, - 1, width, depth, height_half, this.materials[ 2 ] ); // top
buildPlane( 'x', 'z', - 1 * flip, 1, width, depth, - height_half, this.materials[ 3 ] ); // bottom
buildPlane( 'x', 'y', 1 * flip, - 1, width, height, depth_half, this.materials[ 4 ] ); // front
buildPlane( 'x', 'y', - 1 * flip, - 1, width, height, - depth_half, this.materials[ 5 ] ); // back
buildPlane( 'x', 'y', 1 * flip, - 1, width, height, depth_half, this.materials[ 4 ] ); // back
buildPlane( 'x', 'y', - 1 * flip, - 1, width, height, - depth_half, this.materials[ 5 ] ); // front
function buildPlane( u, v, udir, vdir, width, height, depth, material ) {
......
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