我只是尝试使用以下代码将法线贴图忍者演示应用到场景中的立方体 - 使用来自开发分支的最新 Three.js 版本:
// common material parameters
var ambient = 0x050505, diffuse = 0x331100, specular = 0xffffff, shininess = 10, scale = 23;
// normal map shader
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "enableAO" ].value = true;
uniforms[ "enableDiffuse" ].value = false;
uniforms[ "enableSpecular" ].value = false;
uniforms[ "enableReflection" ].value = true;
uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "normal.jpg" );
uniforms[ "tAO" ].texture = THREE.ImageUtils.loadTexture( "ao.jpg" );
uniforms[ "tDisplacement" ].texture = THREE.ImageUtils.loadTexture( "displacement.jpg" );
uniforms[ "uDisplacementBias" ].value = - 0.428408 * scale;
uniforms[ "uDisplacementScale" ].value = 2.436143 * scale;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
uniforms[ "tCube" ].texture = reflectionCube;
uniforms[ "uReflectivity" ].value = 0.1;
uniforms[ "uDiffuseColor" ].value.convertGammaToLinear();
uniforms[ "uSpecularColor" ].value.convertGammaToLinear();
uniforms[ "uAmbientColor" ].value.convertGammaToLinear();
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: false };
var displacementMaterial = new THREE.ShaderMaterial( parameters );
/*
var diamond = new THREE.Diamond({
material: bumpmapMaterial
});
*/
var diamond = new THREE.Mesh(
new THREE.CubeGeometry(50, 50, 50),
displacementMaterial
);
但是,我在 Chrome 中收到以下 WebGL 错误:
GL_INVALID_OPERATION : glDrawXXX: attempt to access out of range vertices
在 Firefox 中,我没有收到这样的错误,但立方体也不会出现。使用标准颜色MeshLambertMaterial
,一切正常。因此,需要与ShaderMaterial
. 如果我使用 MASTER 分支的最新 Three.js 版本,它不会改善这种情况 - 会发生同样的错误。
知道为什么会出现这种情况以及我需要进行哪些更改才能使其正常工作吗?