我刚刚开始使用 Three.js 进行游戏开发 ( https://www.packtpub.com/game-development/game-development-threejs )
我已经构建了一个示例(请参见下面的代码)。
它应该显示一个城市景观。在 Windows 7 机器上使用 Chrome(版本 43.0.2357.124 m)查看时显示效果很好。在 Android 平板电脑(版本 43.0.2357.93)上使用 Chrome 也能正常显示。
但是,当我从 Chromebook(版本 43.0.2357.81(稳定通道))尝试它时,我只得到一个黑色页面(并且在“黑色”中是黑色而不是空白)。
谁能建议我如何让 Chromebook 显示城市?
第 1 部分:HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="city.js"></script>
</body>
</html>
第 2 部分:JavaScript 代码“city.js”
// GLOBALS ======================================================
var camera, scene, renderer;
// SETUP ========================================================
function animate() {
draw();
update();
requestAnimationFrame( animate );
}
function setup() {
document.body.style.backgroundColor = '#d7f0f7';
setupThreeJS();
setupWorld();
requestAnimationFrame( animate );
}
function setupThreeJS() {
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x9db3b5, 0.002);
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 400;
camera.position.z = 400;
camera.rotation.x = -45 * Math.PI / 180;
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
document.body.appendChild( renderer.domElement );
}
function setupWorld() {
var geo = new THREE.PlaneGeometry(2000, 2000, 40, 40);
var mat = new THREE.MeshPhongMaterial({color: 0x9db3b5, overdraw: true});
var floor = new THREE.Mesh(geo, mat);
floor.rotation.x = -0.5 * Math.PI;
floor.receiveShadow = true;
scene.add(floor);
var geometry = new THREE.CubeGeometry( 1, 1, 1 );
geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 0.5, 0 ) );
var material = new THREE.MeshPhongMaterial({overdraw: true, color: 0xcccccc});
var cityGeometry = new THREE.Geometry();
for (var i = 0; i < 300; i++) {
var building = new THREE.Mesh(geometry.clone());
building.position.x = Math.floor( Math.random() * 200 - 100 ) * 4;
building.position.z = Math.floor( Math.random() * 200 - 100 ) * 4;
building.scale.x = /**/Math.random()/*Math.pow(Math.random(), 2)/**/ * 50 + 10;
building.scale.y = /**/Math.random()/*Math.pow(Math.random(), 3)/**/ * building.scale.x * 8 + 8;
building.scale.z = building.scale.x;
THREE.GeometryUtils.merge(cityGeometry, building);
}
var city = new THREE.Mesh(cityGeometry, material);
city.castShadow = true;
city.receiveShadow = true;
scene.add(city);
var light = new THREE.DirectionalLight(0xf9f1c2, 1);
light.position.set(500, 1500, 1000);
light.castShadow = true;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
var d = 1000;
light.shadowCameraLeft = d;
light.shadowCameraRight = -d;
light.shadowCameraTop = d;
light.shadowCameraBottom = -d;
light.shadowCameraFar = 2500;
scene.add(light);
}
// DRAW =========================================================
function draw() {
renderer.render( scene, camera );
}
// RUN ==========================================================
setup();