问题描述
我真的希望您能在这个问题上为我提供帮助,因为一段时间以来它使我感到困惑:
我有三个js上下文。 在那里,我创建了一种自定义材质,并使其渲染为纹理。
`
/* Texture render environment */
fbo_renderer_scene = new THREE.Scene();
fbo_renderer_ripple_update_scene = new THREE.Scene();
var fbo_texture_light = new THREE.DirectionalLight(0xFFFFFF, 1.5);
fbo_texture_light.position.set(0.0, 0.0, -1.0).normalize();
fbo_renderer_scene.add(fbo_texture_light);
fbo_renderer_ripple_update_scene.add(fbo_texture_light);
ripple_texture = new THREE.WebGLRenderTarget(width, height, render_target_params);
ripple_update_texture = new THREE.WebGLRenderTarget(width, height, render_target_params);
ripple_material = new THREE.ShaderMaterial(
{
uniforms:
{
texture1: { type: "t", value: bottom_plane_texture},
},
vertexShader: document.getElementById('drop_vert_shader').textContent,
fragmentShader: document.getElementById('drop_frag_shader').textContent,
depthWrite: false
});
fbo_renderer_camera = new THREE.OrthographicCamera(width / -2.0, width / 2.0, height / 2.0, height / -2.0, -10000, 10000);
var texture_mesh = new THREE.Mesh(bottom_plane_geometry, ripple_material);
fbo_renderer_scene.add(texture_mesh);
renderer.render(fbo_renderer_scene, fbo_renderer_camera, ripple_texture, true);
好的,现在我有了涟漪效果
现在有另一个着色器,可以在调用Animate()时更新波纹形状。
当然,它应该再次将结果呈现到波纹纹理中:
/* Texture render environment */
fbo_renderer_scene = new THREE.Scene();
fbo_renderer_ripple_update_scene = new THREE.Scene();
var fbo_texture_light = new THREE.DirectionalLight(0xFFFFFF, 1.5);
fbo_texture_light.position.set(0.0, 0.0, -1.0).normalize();
fbo_renderer_scene.add(fbo_texture_light);
fbo_renderer_ripple_update_scene.add(fbo_texture_light);
ripple_texture = new THREE.WebGLRenderTarget(width, height, render_target_params);
ripple_update_texture = new THREE.WebGLRenderTarget(width, height, render_target_params);
ripple_material = new THREE.ShaderMaterial(
{
uniforms:
{
texture1: { type: "t", value: bottom_plane_texture},
},
vertexShader: document.getElementById('drop_vert_shader').textContent,
fragmentShader: document.getElementById('drop_frag_shader').textContent,
depthWrite: false
});
fbo_renderer_camera = new THREE.OrthographicCamera(width / -2.0, width / 2.0, height / 2.0, height / -2.0, -10000, 10000);
var texture_mesh = new THREE.Mesh(bottom_plane_geometry, ripple_material);
fbo_renderer_scene.add(texture_mesh);
renderer.render(fbo_renderer_scene, fbo_renderer_camera, ripple_texture, true);
但是每次我尝试执行此操作时,Chromium都会报告以下内容:
WebGLRenderingContext-0x3d022469aa80] GL错误:GL_INVALID_OPERATION:glDrawElements:绘制的源纹理和目标纹理相同。
Firefox仅显示一个黑色画布。
我猜这可能是一个计时问题,但我不确定,也不知道如何绕开它,因为三个js没有用于渲染的回调。
1楼
Twinklebear
3
2015-07-25 21:02:39
它告诉您出了什么问题:
WebGLRenderingContext-0x3d022469aa80] GL错误:GL_INVALID_OPERATION:glDrawElements:绘制的源纹理和目标纹理相同。
您无法一次读取并渲染相同的纹理,因为渲染操作会破坏渲染期间从中读取的纹理数据,从而给您带来垃圾输出。
您需要渲染的另一种纹理与您要读取的纹理不同。