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我修改了一个类似于我的世界的演示,这样你就可以跳来跳去放置块。但是由于某种原因,我构建的块的纹理是平滑的而不是像素化的。

在此处输入图像描述

我认为相关的来源:

var textureDirt = THREE.ImageUtils.loadTexture( 'img/dirt.png' );
textureGrass.magFilter = THREE.NearestFilter;
textureGrass.minFilter = THREE.LinearMipMapLinearFilter;
var material = new THREE.MeshLambertMaterial( { map: textureDirt, ambient: 0xbbbbbb, vertexColors: THREE.VertexColors } );

var geometry = new THREE.CubeGeometry(1,1,1);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = point[0];
mesh.position.y = point[1];
mesh.position.z = point[2];

// for physics
mesh.blockType = type;
world[point] = mesh;

scene.add(mesh);

现场演示: http ://ubershmekel.github.com/mine3js/

其余来源: https ://github.com/ubershmekel/mine3js/blob/master/js/main.js

4

1 回答 1

8

查看问题后,我发现了错误。我没有将过滤器应用于污垢材料

textureGrass.magFilter = THREE.NearestFilter;
textureGrass.minFilter = THREE.LinearMipMapLinearFilter;

本来应该

textureDirt.magFilter = THREE.NearestFilter;
textureDirt.minFilter = THREE.LinearMipMapLinearFilter;
于 2013-04-03T06:46:17.263 回答