使用A-Frame和Three.JS,我想渲染到WebGLRenderTarget并基于其纹理创建材质,如下所示:
var targetPlane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2, 2),
new THREE.MeshBasicMaterial({color: 'blue'})
);
targetPlane.position.set(-2, 1, -2);
scene.add(targetPlane);
var redPlane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2, 2),
new THREE.MeshBasicMaterial({color: 'red'})
);
redPlane.position.set(2, 1, -2);
scene.add(redPlane);
var myCamera = new THREE.PerspectiveCamera(45, 1, 0.1, 1000);
myCamera.position.set(2, 1, 0);
scene.add(myCamera);
var myRenderer = new THREE.WebGLRenderer();
myRenderer.setSize(200, 200);
myRenderer.render(scene, myCamera);
var renderTarget = new THREE.WebGLRenderTarget(200, 200, {minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter});
myRenderer.setRenderTarget(renderTarget);
myRenderer.render(scene, myCamera);
targetPlane.material = new THREE.MeshBasicMaterial({map: renderTarget.texture});
renderer.render(scene, camera);
结果只是空白的白色材料。相机设置正确。以下代码有效:
myRenderer.setRenderTarget(null);
myRenderer.render(scene, myCamera);
img.src = myRenderer.domElement.toDataURL();
我做了fiddle进行演示。
您不能将WebGLRenderer
生成的渲染目标与WebGLRenderer
的其他实例一起使用,因为不能在WebGL上下文之间共享WebGL资源,例如缓冲区或纹理。
因此,您必须使用renderer
来生成渲染目标并渲染最终场景。
更新的小提琴:https://jsfiddle.net/x4snr9tq/
three.js R112
。