我目前正在尝试使用 Three.js 并尝试添加绽放效果。然而,当我添加绽放时,它更像是模糊而不是真正的绽放:
编码:
composer = new THREE.EffectComposer(renderer, renderTarget);
effectBloom = new THREE.BloomPass(1, 25, 5);
composer.addPass(renderModel)
composer.addPass(effectBloom);
composer.addPass(copyPass)
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并且它被呈现为:
composer.render( delta )
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我想更接近这个:
我目前正在试验一下three.js,我想使用一个发射性地图.我试过将纹理加载到phong材质的自发光属性中,但不幸的是它不能像那样工作.这是我的代码:
var params = {
emissive: THREE.ImageUtils.loadTexture( emissive ),
shininess: shininess,
map: THREE.ImageUtils.loadTexture( map ),
normalMap: THREE.ImageUtils.loadTexture( normalMap ),
normalScale: new THREE.Vector2(0,-1),
envMap: this.reflectionCube,
combine: THREE.MixOperation,
reflectivity: 0.05
};
var material = new THREE.MeshPhongMaterial(params);
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任何人都能指出我正确的方向让发射地图工作吗?
我一直在修补three.js,我有一个画布,我想用作一种GUI.因为我必须检查一个物体是否在相机平截头体中.
我目前的代码:
camera.updateMatrix();
camera.updateMatrixWorld();
var frustum = new THREE.Frustum();
var projScreenMatrix = new THREE.Matrix4();
projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
frustum.setFromMatrix( camera.projectionMatrix );
if(frustum.containsPoint( mesh.position )){
//stuff happens...
};
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frustum.containsPoint()不断返回虚假.我在这做错了什么?