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我正在尝试将简单的纹理映射应用于立方体,但是当应用纹理时,它会逆时针旋转 90°。

只是为了我的测试,我对所有面孔使用相同的 uv 映射:

window.head = function(){
    var txSplitX = 1/64;
    var txSplitY = 1/32;
    var mesh;
    var cube = new THREE.CubeGeometry( 100, 100, 100);
    var material = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture('assets/charSkin/Superman.png') } );
    var faceTx= [
            new THREE.Vector2(0.125,0.75),
            new THREE.Vector2(0.25,0.75),
            new THREE.Vector2(0.25,0.5),
            new THREE.Vector2(0.125,0.5)   
        ];

    var j=0, k=1;
    for(var i=0; i<6;i++){
        cube.faceVertexUvs[0][j] = [faceTx[0],faceTx[1],faceTx[3]];
    cube.faceVertexUvs[0][k] = [faceTx[1],faceTx[2],faceTx[3]];
        j+=2;
        k+=2;
    }

this.mesh = new THREE.Mesh(cube,  material);  
}

我得到的结果: http: //securilabs.free.fr/images/result.png

我的纹理: http ://securilabs.free.fr/images/Superman.png

如何获得每个面上纹理的正确方向?

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