使用MeshFaceMaterial在平铺纹理的边缘发出Three.js

时间:2015-10-12 09:20:41

标签: three.js texture-mapping tiling

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。 Screenshot of image

        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?

1 个答案:

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。