Two ways to provide threejs skin texture

Source: Internet
Author: User

Two ways to provide threejs skin texture

The beautiful Life of the Sun Vulcan (http://blog.csdn.net/opengl_es)

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What is the difference between "two ways to provide threejs skin material" and "How to provide the Threejs two kinds of skin materials"?

I'm also a little dizzy, just to say, I know, stickers, one is a solid color, the other is loaded from the picture and attached to the surface of the geometry.

And the surface of the geometry can be pasted more than one diagram, the geometry of the surface is also composed of n multi-triangles, this n multi-triangles can be divided into several groups, each group can be affixed a picture ...

What else? Opengles is zero eight broken concept too much, also because it involves a wide range of technical fields and knowledge, so there is such a problem.


First, solid color:

        var geo = new three. Cubegeometry (2, 2, 2);        Cube = new three. Mesh (GEO, new three. Meshphongmaterial ({color:0x0000ff}));        Cube.position.set (0, 1, 0);


The second kind, Picture:

See also: " The room effect in the Threejs can be seen inside the building "

Similar to the second line of the preceding code, except that the curly braces are no longer color, but the map begins, followed by the loaded material.

Besides color and map, what else is there?

Dynamic language, really let people feel unclear, do not understand, really need to improve the document guidance or long-term source research and experience accumulation can, I do not know if I see short!


Is there a problem with the dynamic language of Swift, which is associated with IOS? But Apple's documentation has always been plausible, and hopefully there will be time to study it without confusing me!



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