我在玩webGL和ThreeJS,然后遇到了以下问题:
从远处观看时,具有大图像的纹理将被像素化。
检查示例:http://jsfiddle.net/4qTR3/1/
下面是代码:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 10, 7000);
var light = new THREE.PointLight(0xffffff);
light.position.set(0, 150, 100);
scene.add(light);
var light2 = new THREE.AmbientLight(0x444444);
scene.add(light2);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.PlaneGeometry(500, 500, 10, 10);
//I use different textures in my project
var texture = new THREE.ImageUtils.loadTexture(TEST_IMAGE);
var textureBack = new THREE.ImageUtils.loadTexture(TEST_IMAGE);
textureBack.anisotropy = renderer.getMaxAnisotropy();
texture.anisotropy = renderer.getMaxAnisotropy();
//Filters
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
textureBack.magFilter = THREE.NearestFilter;
textureBack.minFilter = THREE.LinearMipMapLinearFilter;
var materials = [
new THREE.MeshLambertMaterial({
transparent: true,
map: texture,
side: THREE.FrontSide
}),
new THREE.MeshLambertMaterial({
transparent: true,
map: textureBack,
side: THREE.BackSide
})];
for (var i = 0, len = geometry.faces.length; i < len; i++) {
var face = geometry.faces[i].clone();
face.materialIndex = 1;
geometry.faces.push(face);
geometry.faceVertexUvs[0].push(geometry.faceVertexUvs[0][i].slice(0));
}
planeObject = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
planeObject.overdraw = true;
planeObject.position.z = -5000;
scene.add(planeObject);
camera.position.z = 1000;
(function render() {
requestAnimationFrame(render);
planeObject.rotation.y += 0.02;
renderer.render(scene, camera);
})();
如果纹理图像中包含文本,则文本将变得非常像素化,质量较差。
我该如何解决?
为了避免像素化,您需要使用mips,但WebGL不能为非2幂幂纹理生成mips。您的纹理是800x533,都不是2的幂。
几个选项
1)将图片离线缩放为2的幂,例如512x512或1024x512
2)在生成纹理之前在运行时缩放图片。
您自己加载图像,一旦加载,请制成2的幂的画布。调用drawImage(img,0,0,canvas.width,canvas.height)将图像缩放到画布中。然后将画布加载到纹理中。
您可能还希望将Mag过滤条件从NearestFilter
更改为LinearFilter
。
注意:(1)是更好的选择。 (2)在用户的计算机上花费时间,使用更多的内存,并且您不能保证缩放的质量。