我正在尝试从交叉平面创建一棵“树”,每个平面都有来自 png 的透明纹理。而且看起来网格的一部分总是缺乏透明度。
这是一个例子: https: //jsfiddle.net/tncku896/5/
let camera, scene, renderer;
let group;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.z = 1.5;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xbbbbbb);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
let loader = new THREE.TextureLoader();
let texture = loader.load('https://i.imgur.com/QxFQi1G.png');
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
let geometry = new THREE.PlaneBufferGeometry(83/100, 139/100);
let material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.DoubleSide,
transparent: true
});
group = new THREE.Group();
let planes = 2;
for (let i = 0; i < planes; i++) {
let mesh = new THREE.Mesh(geometry, material);
mesh.rotation.y = (Math.PI / planes) * i;
group.add(mesh);
}
scene.add(group);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
group.rotation.y += 0.005;
}
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如果您使树不透明并进行配置alphaTest以生成 alpha 剪切图,您将收到更好的结果。
let camera, scene, renderer;
let group;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.z = 1.5;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xbbbbbb);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
let loader = new THREE.TextureLoader();
let texture = loader.load('https://i.imgur.com/QxFQi1G.png');
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
let geometry = new THREE.PlaneBufferGeometry(83 / 100, 139 / 100);
let material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.DoubleSide,
alphaTest: 0.5
});
group = new THREE.Group();
let planes = 2;
for (let i = 0; i < planes; i++) {
let mesh = new THREE.Mesh(geometry, material);
mesh.rotation.y = (Math.PI / planes) * i;
group.add(mesh);
}
scene.add(group);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
group.rotation.y += 0.005;
}Run Code Online (Sandbox Code Playgroud)
body {
margin: 0;
}
canvas {
display: block;
}Run Code Online (Sandbox Code Playgroud)
<script src="https://cdn.jsdelivr.net/npm/three@0.121.1/build/three.min.js"></script>Run Code Online (Sandbox Code Playgroud)