sha*_*een 4 javascript three.js
所以我在编辑器中导入了一个 FBX 对象,它看起来如下:
完美,这正是我所期待的!
但是当我制作场景并导入相同的对象时,它看起来像这样:
Waymore 更暗,但为什么呢!
即使我使用与两者强度相同的直射光!
这些是我的编辑器对象:
这是我额外的简单代码:
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0x9A9A9A );
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.update() must be called after any manual changes to the camera's transform
camera.position.set( 0, 20, 100 );
controls.update();
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
scene.add( directionalLight );
directionalLight.position.set(5,10,8);
var helper = new THREE.DirectionalLightHelper( directionalLight, 5 );
scene.add( helper );
var loader = new THREE.FBXLoader();
loader.load( '/assets/village/village_update.fbx', function ( object ) {
object.traverse( function ( child ) {
console.info( 'loaded' );
if (child.isMesh) {
child.receiveShadow = true;
child.material.color.set( 0xffffff );
}
} );
object.name = "village";
console.log( 'adding it to scene' );
scene.add( object );
});
var animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
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我在这里错过了什么?
编辑:
如果两个场景中的灯光相同,则看起来像是伽玛不正确的问题。尝试设置renderer.outputEncoding = THREE.sRGBEncoding;,假设是 Three.js 的最新版本。在旧版本中,这将是renderer.gammaOutput = true;.
有关更多详细信息,请参阅three.js 中的颜色管理。
三.js r.112