我正在尝试使用MeshFaceMaterial将多个图像中的纹理平铺到平面几何体上。除了在瓷砖之间形成模糊边缘外,每件事情都很好。
var textureArray = [];
var tileColumns = 2;
var tileRows = 1;
textureArray[0] = THREE.ImageUtils.loadTexture('./test3.jpg');
textureArray[1] = THREE.ImageUtils.loadTexture('./test4.jpg');
var faceCountPerTileX = 2 * widthSegments/tileColumns;
var faceCountPerTileY = heightSegments/tileRows;
var faceCountX = 2 * widthSegments;
var faceCountY = heightSegments;
for(var tileIndexY = 0; tileIndexY < tileRows; tileIndexY++){
for(var tileIndexX = 0; tileIndexX < tileColumns; tileIndexX++){
var index = tileIndexY * tileColumns + tileIndexX;
textureArray[index].wrapS = THREE.RepeatWrapping;
textureArray[index].wrapT = THREE.RepeatWrapping;
textureArray[index].repeat.set(tileColumns,tileRows);
materialContainer[tileIndexY * tileColumns + tileIndexX] = new THREE.MeshBasicMaterial({
map: textureArray[tileIndexY * tileColumns + tileIndexX],
overdraw: true,
ambient: 0xffffff
});
for(var faceIndexY = tileIndexY * faceCountPerTileY; faceIndexY < (tileIndexY+1) * faceCountPerTileY; faceIndexY++){
for(var faceIndexX = tileIndexX * faceCountPerTileX; faceIndexX < (tileIndexX+1) * faceCountPerTileX; faceIndexX++){
g.faces[faceIndexY * faceCountX + faceIndexX].materialIndex = tileIndexY * tileColumns + tileIndexX;
}
}
}
}
var mat = new THREE.MeshFaceMaterial(materialContainer);
var obj = new THREE.Mesh(g, mat);
我尝试了所有已知的解决方案,我甚至尝试过编写自定义着色器并使用ShaderMaterial。但没有运气,有人可以帮我解决这个问题吗?
答案 0 :(得分:0)
通过它的外观,您可以将集合中的invidual纹理的纹理模式设置为 repeat 。
这似乎不对,单个纹理不重复,它们只显示一次。将纹理设置为重复会导致纹理的右侧与#34;混合通过&#34;在左侧(反之亦然),导致可见的接缝,例如截图中的接缝。