سؤال

I'm trying to make skybox assigned to player camera. When camera moves(also skybox moves with it), texture get stretched. How to get rid of this?

Code:

var textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
var shader = THREE.ShaderUtils.lib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;

cubematerial = new THREE.ShaderMaterial({
    fragmentShader: shader.fragmentShader,
    vertexShader: shader.vertexShader,
    uniforms: shader.uniforms,
    depthWrite: false,
    side: THREE.BackSide
});
skyBox = new THREE.Mesh(new THREE.CubeGeometry(1000,1000,1000), cubematerial);
camera.add(skyBox);
هل كانت مفيدة؟

المحلول

So, after digging into Three.js examples, I found a way how to do this. http://learningthreejs.com/blog/2011/08/15/lets-do-a-sky/ is outdated. A way used in examples is to add skybox into second scene with fixed camera, and render both scenes. Look at webgl_materials_cars.html example.

Also because I use 3rd person camera assigned to character, I must get world rotation from character camera to skybox camera. This can be done on render with:

function render(){
<...>
    skyboxCamera.rotation.setEulerFromRotationMatrix( new THREE.Matrix4().extractRotation( camera.matrixWorld ), skyboxCamera.eulerOrder );
    renderer.render(skyboxScene, skyboxCamera);
    renderer.render(scene, camera);
<...>
}

نصائح أخرى

I know it's a closed question but I want to offer an alternative that does not require an additional scene, for future seekers:

  1. start by reading and following this tutorial: http://learningthreejs.com/blog/2011/08/15/lets-do-a-sky/

  2. now create the following shader (I added it to three.js ShaderLib, but if you don't want to temper with three' source code add it outside):

    'skybox': {
    
    uniforms: { "tCube": { type: "t", value: null },
                "tFlip": { type: "f", value: -1 } },
    
    vertexShader: [
    
        "varying vec3 vWorldPosition;",
    
        THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
    
        "void main() {",
    
        "   vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
        "   vWorldPosition = worldPosition.xyz;",
    
        "   gl_Position = projectionMatrix * modelViewMatrix * vec4( position + cameraPosition, 1.0 );",
    
            THREE.ShaderChunk[ "logdepthbuf_vertex" ],
    
        "}"
    
    ].join("\n"),
    
    fragmentShader: [
    
        "uniform samplerCube tCube;",
        "uniform float tFlip;",
    
        "varying vec3 vWorldPosition;",
    
        THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
    
        "void main() {",
    
        "   gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
    
            THREE.ShaderChunk[ "logdepthbuf_fragment" ],
    
        "}"
    
    ].join("\n")
    

    },

  3. create your skybox like this:

        // urls is a list of textures to use
    var cubemap = THREE.ImageUtils.loadTextureCube(urls); 
    cubemap.format = THREE.RGBFormat; 
    
    var shader = THREE.ShaderLib['skybox']; // init the skybox shader we created above
    shader.uniforms['tCube'].value = cubemap; // apply textures to shader
    
    // create shader material
    var skyBoxMaterial = new THREE.ShaderMaterial( {
      fragmentShader: shader.fragmentShader,
      vertexShader: shader.vertexShader,
      uniforms: shader.uniforms,
      depthWrite: false,
      side: THREE.BackSide
    });
    
    // create skybox mesh
    var skybox = new THREE.Mesh(
      new THREE.CubeGeometry(1000, 1000, 1000),
      skyBoxMaterial
    );
    
            // THIS IS IMPORTANT! or the skybox will get culled after you move the camera too far..
    skybox.frustumCulled = false;
    
مرخصة بموجب: CC-BY-SA مع الإسناد
لا تنتمي إلى StackOverflow
scroll top