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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();
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1 回答 1

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@Crush_157 我遇到了类似的问题。我正在使用来自 ShaderLib 的着色器。无论如何,就我而言,我的场景中有 2 个 DirectionalLight。除 chromeOS 外,在大多数浏览器/设备中一切正常。猜猜看,如果我移除一个 DirectionalLight,我的对象就会开始出现 :)。不知道为什么

于 2015-07-16T06:37:18.810 回答