提交 377d1904 编写于 作者: M Mr.doob

Modified cubemap example to be more in the way one would render a Skybox like.

上级 6552dd55
......@@ -48,7 +48,7 @@
var container, stats;
var camera, scene, webglRenderer;
var camera, scene, renderer;
var cameraCube, sceneCube;
var mesh, zmesh, lightMesh, geometry;
......@@ -73,10 +73,10 @@
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 100000 );
camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.z = 2000;
cameraCube = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 100000 );
cameraCube = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 100 );
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
......@@ -112,13 +112,13 @@
var cubeMaterial2 = new THREE.MeshLambertMaterial( { color: 0xffee00, envMap: refractionCube, refractionRatio: 0.95 } );
var cubeMaterial1 = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } )
SceneUtils.addPanoramaCubeWebGL( sceneCube, 100000, reflectionCube );
SceneUtils.addPanoramaCubeWebGL( sceneCube, 10, reflectionCube );
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize( window.innerWidth, window.innerHeight );
webglRenderer.autoClear = false;
//webglRenderer.setFaceCulling( 0 );
container.appendChild( webglRenderer.domElement );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
//renderer.setFaceCulling( 0 );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
......@@ -178,9 +178,11 @@
lightMesh.position.x = 1500 * Math.cos( timer );
lightMesh.position.z = 1500 * Math.sin( timer );
webglRenderer.clear();
webglRenderer.render( sceneCube, cameraCube );
webglRenderer.render( scene, camera );
renderer.clear();
renderer.enableDepthBufferWrite( false );
renderer.render( sceneCube, cameraCube );
renderer.enableDepthBufferWrite( true );
renderer.render( scene, camera );
}
......
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