three.js:本地纹理加载有效,但远程无效
three.js: local texture loading works, but not remotely
我已经为 Loader 对象修改了一个 official example 来演示我的问题。我想创建一个网格,其中最好在创建几何体之前加载纹理贴图。
目前我遇到的问题是本地文件加载正常,但远程文件加载不正常。查看实际行为:
- 工作演示(本地):http://nylkiway.net/loadertest_local.html
- 不工作演示(远程):nylkiway。net/loadertest_remote。html
使用加载器加载本地保存的 .jpg
纹理在最终网格上显示良好,如工作演示所示:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - image loader test
</div>
<script src="libs/three.min.js"></script>
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( 'avatar.jpg', function ( image ) {
// uncomment next line, and comment above, to see the problem!
//loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
texture.image = image;
console.log("debug. image size: " + image.width + " X " + image.height );
texture.needsUpdate = true;
} );
// model
var object = new THREE.Mesh( new THREE.BoxGeometry(100 , 100, 100), new THREE.MeshBasicMaterial( {map: texture}));
object.position.y = - 80;
scene.add( object );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
然而,当从远程服务器加载相同的图像时,纹理被加载,或者至少我认为是这样,因为图像宽度等可以在 onLoad() 回调。但是我收到错误并且网格不呈现。取消对以下行的注释:
loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
我遇到很多错误:
"THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )"
虽然图片一模一样,但我的小调试输出returns图片尺寸:
console.log("debug. image size: " + image.width + " X " + image.height );
"debug. image size: 460 X 460"
我认为这不是 CORS 问题,因为已调用完成图像加载的回调。图像属性也是可读的。
我觉得,这一定是一个常见的问题,我进行了搜索,但没有真正得到合适的答案。我认为这与图像尺寸不是 2 的幂没有任何关系,因为本地加载的图像显示得很好,就像纹理一样。
如有任何帮助,我们将不胜感激!
这是一个 CORS 问题,您的演示有警告:
Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at http://i.imgur.com/Gps8L9R.jpg may not be loaded.
您需要托管自己的映像镜像并直接指向那里,即所谓的 'reverse proxy':
我已经为 Loader 对象修改了一个 official example 来演示我的问题。我想创建一个网格,其中最好在创建几何体之前加载纹理贴图。 目前我遇到的问题是本地文件加载正常,但远程文件加载不正常。查看实际行为:
- 工作演示(本地):http://nylkiway.net/loadertest_local.html
- 不工作演示(远程):nylkiway。net/loadertest_remote。html
使用加载器加载本地保存的 .jpg
纹理在最终网格上显示良好,如工作演示所示:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - image loader test
</div>
<script src="libs/three.min.js"></script>
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( 'avatar.jpg', function ( image ) {
// uncomment next line, and comment above, to see the problem!
//loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
texture.image = image;
console.log("debug. image size: " + image.width + " X " + image.height );
texture.needsUpdate = true;
} );
// model
var object = new THREE.Mesh( new THREE.BoxGeometry(100 , 100, 100), new THREE.MeshBasicMaterial( {map: texture}));
object.position.y = - 80;
scene.add( object );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
然而,当从远程服务器加载相同的图像时,纹理被加载,或者至少我认为是这样,因为图像宽度等可以在 onLoad() 回调。但是我收到错误并且网格不呈现。取消对以下行的注释:
loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
我遇到很多错误:
"THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )"
虽然图片一模一样,但我的小调试输出returns图片尺寸:
console.log("debug. image size: " + image.width + " X " + image.height );
"debug. image size: 460 X 460"
我认为这不是 CORS 问题,因为已调用完成图像加载的回调。图像属性也是可读的。 我觉得,这一定是一个常见的问题,我进行了搜索,但没有真正得到合适的答案。我认为这与图像尺寸不是 2 的幂没有任何关系,因为本地加载的图像显示得很好,就像纹理一样。
如有任何帮助,我们将不胜感激!
这是一个 CORS 问题,您的演示有警告:
Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at http://i.imgur.com/Gps8L9R.jpg may not be loaded.
您需要托管自己的映像镜像并直接指向那里,即所谓的 'reverse proxy':