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481e7975
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
481e7975
编写于
8月 14, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: Replaced relevant Textures with CanvasTextures.
上级
5d3f8408
变更
20
隐藏空白更改
内联
并排
Showing
20 changed file
with
52 addition
and
64 deletion
+52
-64
examples/canvas_geometry_earth.html
examples/canvas_geometry_earth.html
+1
-2
examples/canvas_geometry_terrain.html
examples/canvas_geometry_terrain.html
+1
-3
examples/js/math/Lut.js
examples/js/math/Lut.js
+2
-4
examples/software_geometry_earth.html
examples/software_geometry_earth.html
+1
-2
examples/webgl_geometry_terrain.html
examples/webgl_geometry_terrain.html
+3
-2
examples/webgl_geometry_terrain_fog.html
examples/webgl_geometry_terrain_fog.html
+3
-2
examples/webgl_geometry_terrain_raycast.html
examples/webgl_geometry_terrain_raycast.html
+3
-2
examples/webgl_loader_json_objconverter.html
examples/webgl_loader_json_objconverter.html
+7
-5
examples/webgl_materials_cubemap_dynamic.html
examples/webgl_materials_cubemap_dynamic.html
+1
-2
examples/webgl_materials_grass.html
examples/webgl_materials_grass.html
+1
-2
examples/webgl_materials_texture_filters.html
examples/webgl_materials_texture_filters.html
+8
-8
examples/webgl_materials_texture_manualmipmap.html
examples/webgl_materials_texture_manualmipmap.html
+6
-6
examples/webgl_multiple_canvases_circle.html
examples/webgl_multiple_canvases_circle.html
+1
-2
examples/webgl_multiple_canvases_complex.html
examples/webgl_multiple_canvases_complex.html
+1
-2
examples/webgl_multiple_canvases_grid.html
examples/webgl_multiple_canvases_grid.html
+1
-2
examples/webgl_multiple_renderers.html
examples/webgl_multiple_renderers.html
+1
-2
examples/webgl_multiple_views.html
examples/webgl_multiple_views.html
+1
-2
examples/webgl_sandbox.html
examples/webgl_sandbox.html
+4
-8
examples/webgl_shading_physical.html
examples/webgl_shading_physical.html
+4
-3
examples/webgl_test_memory.html
examples/webgl_test_memory.html
+2
-3
未找到文件。
examples/canvas_geometry_earth.html
浏览文件 @
481e7975
...
...
@@ -100,8 +100,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
texture
=
new
THREE
.
Texture
(
canvas
);
texture
.
needsUpdate
=
true
;
var
texture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
geometry
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
3
,
3
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
,
overdraw
:
0.5
}
);
...
...
examples/canvas_geometry_terrain.html
浏览文件 @
481e7975
...
...
@@ -69,9 +69,7 @@
scene
=
new
THREE
.
Scene
();
var
data
=
generateHeight
(
1024
,
1024
);
var
texture
=
new
THREE
.
Texture
(
generateTexture
(
data
,
1024
,
1024
)
);
texture
.
needsUpdate
=
true
;
var
texture
=
new
THREE
.
CanvasTexture
(
generateTexture
(
data
,
1024
,
1024
)
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
,
overdraw
:
0.5
}
);
var
quality
=
16
,
step
=
1024
/
quality
;
...
...
examples/js/math/Lut.js
浏览文件 @
481e7975
...
...
@@ -327,9 +327,8 @@ THREE.Lut.prototype = {
contextTitle
.
fillText
(
this
.
legend
.
labels
.
title
.
toString
()
+
this
.
legend
.
labels
.
um
.
toString
(),
borderThickness
,
this
.
legend
.
labels
.
fontsize
+
borderThickness
);
var
txtTitle
=
new
THREE
.
Texture
(
canvasTitle
);
var
txtTitle
=
new
THREE
.
Canvas
Texture
(
canvasTitle
);
txtTitle
.
minFilter
=
THREE
.
LinearFilter
;
txtTitle
.
needsUpdate
=
true
;
var
spriteMaterialTitle
=
new
THREE
.
SpriteMaterial
(
{
map
:
txtTitle
,
useScreenCoordinates
:
false
}
);
...
...
@@ -408,9 +407,8 @@ THREE.Lut.prototype = {
contextTick
.
fillText
(
value
.
toString
(),
borderThickness
,
this
.
legend
.
labels
.
fontsize
+
borderThickness
);
var
txtTick
=
new
THREE
.
Texture
(
canvasTick
);
var
txtTick
=
new
THREE
.
Canvas
Texture
(
canvasTick
);
txtTick
.
minFilter
=
THREE
.
LinearFilter
;
txtTick
.
needsUpdate
=
true
;
var
spriteMaterialTick
=
new
THREE
.
SpriteMaterial
(
{
map
:
txtTick
,
useScreenCoordinates
:
false
}
);
...
...
examples/software_geometry_earth.html
浏览文件 @
481e7975
...
...
@@ -100,8 +100,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
texture
=
new
THREE
.
Texture
(
canvas
);
texture
.
needsUpdate
=
true
;
var
texture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
geometry
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
3
,
3
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
,
overdraw
:
0.5
}
);
...
...
examples/webgl_geometry_terrain.html
浏览文件 @
481e7975
...
...
@@ -92,8 +92,9 @@
}
texture
=
new
THREE
.
Texture
(
generateTexture
(
data
,
worldWidth
,
worldDepth
),
THREE
.
UVMapping
,
THREE
.
ClampToEdgeWrapping
,
THREE
.
ClampToEdgeWrapping
);
texture
.
needsUpdate
=
true
;
texture
=
new
THREE
.
CanvasTexture
(
generateTexture
(
data
,
worldWidth
,
worldDepth
)
);
texture
.
wrapS
=
THREE
.
ClampToEdgeWrapping
;
texture
.
wrapT
=
THREE
.
ClampToEdgeWrapping
;
mesh
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
)
);
scene
.
add
(
mesh
);
...
...
examples/webgl_geometry_terrain_fog.html
浏览文件 @
481e7975
...
...
@@ -94,8 +94,9 @@
}
texture
=
new
THREE
.
Texture
(
generateTexture
(
data
,
worldWidth
,
worldDepth
),
THREE
.
UVMapping
,
THREE
.
ClampToEdgeWrapping
,
THREE
.
ClampToEdgeWrapping
);
texture
.
needsUpdate
=
true
;
texture
=
new
THREE
.
CanvasTexture
(
generateTexture
(
data
,
worldWidth
,
worldDepth
)
);
texture
.
wrapS
=
THREE
.
ClampToEdgeWrapping
;
texture
.
wrapT
=
THREE
.
ClampToEdgeWrapping
;
mesh
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
)
);
scene
.
add
(
mesh
);
...
...
examples/webgl_geometry_terrain_raycast.html
浏览文件 @
481e7975
...
...
@@ -101,8 +101,9 @@
geometry
.
computeFaceNormals
();
texture
=
new
THREE
.
Texture
(
generateTexture
(
data
,
worldWidth
,
worldDepth
),
THREE
.
UVMapping
,
THREE
.
ClampToEdgeWrapping
,
THREE
.
ClampToEdgeWrapping
);
texture
.
needsUpdate
=
true
;
texture
=
new
THREE
.
CanvasTexture
(
generateTexture
(
data
,
worldWidth
,
worldDepth
)
);
texture
.
wrapS
=
THREE
.
ClampToEdgeWrapping
;
texture
.
wrapT
=
THREE
.
ClampToEdgeWrapping
;
mesh
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
)
);
scene
.
add
(
mesh
);
...
...
examples/webgl_loader_json_objconverter.html
浏览文件 @
481e7975
...
...
@@ -101,9 +101,12 @@
xc
.
fillStyle
=
"
#555
"
;
xc
.
fillRect
(
96
,
96
,
32
,
32
);
var
xm
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
x
,
THREE
.
UVMapping
,
THREE
.
RepeatWrapping
,
THREE
.
RepeatWrapping
)
}
);
xm
.
map
.
needsUpdate
=
true
;
xm
.
map
.
repeat
.
set
(
10
,
10
);
var
texture
=
new
THREE
.
CanvasTexture
(
x
);
texture
.
repeat
.
set
(
10
,
10
);
texture
.
wrapS
=
THREE
.
RepeatWrapping
;
texture
.
wrapT
=
THREE
.
RepeatWrapping
;
var
xm
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
);
geometry
=
new
THREE
.
PlaneBufferGeometry
(
100
,
100
,
15
,
10
);
...
...
@@ -249,8 +252,7 @@
xc
.
font
=
"
50pt arial bold
"
;
xc
.
fillText
(
i
,
10
,
64
);
var
xm
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
x
),
transparent
:
true
}
);
xm
.
map
.
needsUpdate
=
true
;
var
xm
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
CanvasTexture
(
x
),
transparent
:
true
}
);
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneBufferGeometry
(
size
,
size
),
xm
);
mesh
.
position
.
x
=
i
*
(
size
+
5
)
-
(
(
materials
.
length
-
1
)
*
(
size
+
5
)
/
2
);
...
...
examples/webgl_materials_cubemap_dynamic.html
浏览文件 @
481e7975
...
...
@@ -545,8 +545,7 @@
//
var
shadowTexture
=
new
THREE
.
Texture
(
canvas
);
shadowTexture
.
needsUpdate
=
true
;
var
shadowTexture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
shadowPlane
=
new
THREE
.
PlaneBufferGeometry
(
400
,
400
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
...
...
examples/webgl_materials_grass.html
浏览文件 @
481e7975
...
...
@@ -40,8 +40,7 @@
var
geometry
=
new
THREE
.
PlaneBufferGeometry
(
100
,
100
);
var
texture
=
new
THREE
.
Texture
(
generateTexture
()
);
texture
.
needsUpdate
=
true
;
var
texture
=
new
THREE
.
CanvasTexture
(
generateTexture
()
);
for
(
var
i
=
0
;
i
<
15
;
i
++
)
{
...
...
examples/webgl_materials_texture_filters.html
浏览文件 @
481e7975
...
...
@@ -114,17 +114,17 @@
context
.
fillRect
(
0
,
0
,
64
,
64
);
context
.
fillRect
(
64
,
64
,
64
,
64
);
var
textureCanvas
=
new
THREE
.
Texture
(
imageCanvas
,
THREE
.
UVMapping
,
THREE
.
RepeatWrapping
,
THREE
.
RepeatWrapping
);
materialCanvas
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
textureCanvas
}
);
textureCanvas
.
needsUpdate
=
true
;
var
textureCanvas
=
new
THREE
.
CanvasTexture
(
imageCanvas
);
textureCanvas
.
repeat
.
set
(
1000
,
1000
);
textureCanvas
.
wrapS
=
THREE
.
RepeatWrapping
;
textureCanvas
.
wrapT
=
THREE
.
RepeatWrapping
;
var
textureCanvas2
=
new
THREE
.
Texture
(
imageCanvas
,
THREE
.
UVMapping
,
THREE
.
RepeatWrapping
,
THREE
.
RepeatWrapping
,
THREE
.
NearestFilter
,
THREE
.
NearestFilter
);
materialCanvas2
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffccaa
,
map
:
textureCanvas2
}
);
var
textureCanvas2
=
textureCanvas
.
clone
();
textureCanvas2
.
magFilter
=
THREE
.
NearestFilter
;
textureCanvas2
.
minFilter
=
THREE
.
NearestFilter
;
textureCanvas2
.
needsUpdate
=
true
;
textureCanvas2
.
repeat
.
set
(
1000
,
1000
);
var
materialCanvas
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
textureCanvas
}
)
;
var
materialCanvas2
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffccaa
,
map
:
textureCanvas2
}
);
var
geometry
=
new
THREE
.
PlaneBufferGeometry
(
100
,
100
);
...
...
examples/webgl_materials_texture_manualmipmap.html
浏览文件 @
481e7975
...
...
@@ -120,8 +120,7 @@
}
var
canvas
=
mipmap
(
128
,
'
#f00
'
);
var
textureCanvas1
=
new
THREE
.
Texture
(
canvas
,
THREE
.
UVMapping
,
THREE
.
RepeatWrapping
,
THREE
.
RepeatWrapping
);
textureCanvas1
.
repeat
.
set
(
1000
,
1000
);
var
textureCanvas1
=
new
THREE
.
CanvasTexture
(
canvas
);
textureCanvas1
.
mipmaps
[
0
]
=
canvas
;
textureCanvas1
.
mipmaps
[
1
]
=
mipmap
(
64
,
'
#0f0
'
);
textureCanvas1
.
mipmaps
[
2
]
=
mipmap
(
32
,
'
#00f
'
);
...
...
@@ -130,14 +129,15 @@
textureCanvas1
.
mipmaps
[
5
]
=
mipmap
(
4
,
'
#004
'
);
textureCanvas1
.
mipmaps
[
6
]
=
mipmap
(
2
,
'
#044
'
);
textureCanvas1
.
mipmaps
[
7
]
=
mipmap
(
1
,
'
#404
'
);
textureCanvas1
.
needsUpdate
=
true
;
materialCanvas1
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
textureCanvas1
}
)
;
textureCanvas1
.
repeat
.
set
(
1000
,
1000
)
;
textureCanvas1
.
wrapS
=
THREE
.
RepeatWrapping
;
textureCanvas1
.
wrapT
=
THREE
.
RepeatWrapping
;
var
textureCanvas2
=
textureCanvas1
.
clone
();
textureCanvas2
.
magFilter
=
THREE
.
NearestFilter
;
textureCanvas2
.
minFilter
=
THREE
.
NearestMipMapNearestFilter
;
textureCanvas2
.
needsUpdate
=
true
;
materialCanvas1
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
textureCanvas1
}
);
materialCanvas2
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffccaa
,
map
:
textureCanvas2
}
);
var
geometry
=
new
THREE
.
PlaneBufferGeometry
(
100
,
100
);
...
...
examples/webgl_multiple_canvases_circle.html
浏览文件 @
481e7975
...
...
@@ -236,8 +236,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
shadowTexture
=
new
THREE
.
Texture
(
canvas
);
shadowTexture
.
needsUpdate
=
true
;
var
shadowTexture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
shadowTexture
}
);
var
shadowGeo
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
1
,
1
);
...
...
examples/webgl_multiple_canvases_complex.html
浏览文件 @
481e7975
...
...
@@ -144,8 +144,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
shadowTexture
=
new
THREE
.
Texture
(
canvas
);
shadowTexture
.
needsUpdate
=
true
;
var
shadowTexture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
shadowTexture
}
);
var
shadowGeo
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
1
,
1
);
...
...
examples/webgl_multiple_canvases_grid.html
浏览文件 @
481e7975
...
...
@@ -160,8 +160,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
shadowTexture
=
new
THREE
.
Texture
(
canvas
);
shadowTexture
.
needsUpdate
=
true
;
var
shadowTexture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
shadowTexture
}
);
var
shadowGeo
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
1
,
1
);
...
...
examples/webgl_multiple_renderers.html
浏览文件 @
481e7975
...
...
@@ -75,8 +75,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
shadowTexture
=
new
THREE
.
Texture
(
canvas
);
shadowTexture
.
needsUpdate
=
true
;
var
shadowTexture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
shadowTexture
}
);
var
shadowGeo
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
1
,
1
);
...
...
examples/webgl_multiple_views.html
浏览文件 @
481e7975
...
...
@@ -141,8 +141,7 @@
context
.
fillStyle
=
gradient
;
context
.
fillRect
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
var
shadowTexture
=
new
THREE
.
Texture
(
canvas
);
shadowTexture
.
needsUpdate
=
true
;
var
shadowTexture
=
new
THREE
.
CanvasTexture
(
canvas
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
shadowTexture
,
transparent
:
true
}
);
var
shadowGeo
=
new
THREE
.
PlaneBufferGeometry
(
300
,
300
,
1
,
1
);
...
...
examples/webgl_sandbox.html
浏览文件 @
481e7975
...
...
@@ -77,12 +77,8 @@
var
vertexShader
=
shader
.
vertexShader
;
var
fragmentShader
=
shader
.
fragmentShader
;
var
texture1
=
new
THREE
.
Texture
(
generateTexture
(
0
,
0.5
,
1
),
THREE
.
UVMapping
);
var
texture2
=
new
THREE
.
Texture
(
generateTexture
(
0
,
1
,
0
),
THREE
.
SphericalReflectionMapping
);
var
texture3
=
THREE
.
ImageUtils
.
loadTexture
(
'
textures/land_ocean_ice_cloud_2048.jpg
'
);
texture1
.
needsUpdate
=
true
;
texture2
.
needsUpdate
=
true
;
var
texture1
=
new
THREE
.
CanvasTexture
(
generateTexture
(
0
,
0.5
,
1
),
THREE
.
UVMapping
);
var
texture2
=
THREE
.
ImageUtils
.
loadTexture
(
'
textures/land_ocean_ice_cloud_2048.jpg
'
);
var
materials
=
[
...
...
@@ -91,9 +87,9 @@
new
THREE
.
MeshBasicMaterial
(
{
color
:
0x0066ff
,
blending
:
THREE
.
AdditiveBlending
,
transparent
:
true
,
depthWrite
:
false
}
),
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffaa00
,
wireframe
:
true
}
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture1
,
fog
:
false
}
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
3
}
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
2
}
),
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
vertexShader
:
vertexShader
,
fragmentShader
:
fragmentShader
,
transparent
:
true
}
),
new
THREE
.
MeshLambertMaterial
(
{
map
:
texture
3
}
),
new
THREE
.
MeshLambertMaterial
(
{
map
:
texture
2
}
),
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xdddddd
,
shading
:
THREE
.
FlatShading
}
),
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xdddddd
,
shading
:
THREE
.
SmoothShading
}
),
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xdddddd
,
specular
:
0x009900
,
shininess
:
30
,
shading
:
THREE
.
FlatShading
}
),
...
...
examples/webgl_shading_physical.html
浏览文件 @
481e7975
...
...
@@ -133,10 +133,11 @@
xc
.
fillStyle
=
"
#555
"
;
xc
.
fillRect
(
96
,
96
,
32
,
32
);
var
texturePattern
=
new
THREE
.
Texture
(
x
,
THREE
.
UVMapping
,
THREE
.
RepeatWrapping
,
THREE
.
RepeatWrapping
);
texturePattern
.
needsUpdate
=
true
;
texturePattern
.
repeat
.
set
(
1000
,
1000
);
var
texturePattern
=
new
THREE
.
CanvasTexture
(
x
)
texturePattern
.
format
=
THREE
.
RGBFormat
;
texturePattern
.
repeat
.
set
(
1000
,
1000
);
texturePattern
.
wrapS
=
THREE
.
RepeatWrapping
;
texturePattern
.
wrapT
=
THREE
.
RepeatWrapping
;
var
textureSquares
=
THREE
.
ImageUtils
.
loadTexture
(
"
textures/patterns/bright_squares256.png
"
);
textureSquares
.
repeat
.
set
(
50
,
50
);
...
...
examples/webgl_test_memory.html
浏览文件 @
481e7975
...
...
@@ -72,10 +72,9 @@
function
render
()
{
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
50
,
Math
.
random
()
*
64
,
Math
.
random
()
*
32
);
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
50
,
Math
.
random
()
*
64
,
Math
.
random
()
*
32
);
var
texture
=
new
THREE
.
Texture
(
createImage
()
);
texture
.
needsUpdate
=
true
;
var
texture
=
new
THREE
.
CanvasTexture
(
createImage
()
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
,
wireframe
:
true
}
);
...
...
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