图片纹理
maya中的UV测试

 uv就是把物体的表面全部展开,添加图片,像皮肤一样
 这边我加载一个png图片

 分割六个面,组合图片

THREE中的纹理构造函数
THREE.Texture(image,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy);| 参数 | 含义 | 
| image | 图片类型 | 
| mapping | 图像将如何应用到物体(对象),默认值是THREE.UVMapping对象类型,UV坐标被用于纹理映射 | 
| wraps | x轴纹理的回环方式,当纹理宽度小于需要贴图的平面的宽度的时候,平面剩下的部分应该以何种方式贴图问题 | 
| wrapT | y轴回环方式 | 
| magFilter | 过滤方式,OpenGL的基本概念 | 
| minFilter | 过滤方式,OpenGL的基本概念 | 
| format | 图片格式有RGBAFormat,RGBAFormat等 | 
| type | 表示存储纹理内存的每一个字节的格式,int、float等,这里默认无符号型(THREE.UnsignedByte Type) | 
| anisotropy | 各向异性过滤,为了纹理效果更好,消耗更多的内存、cpu、gpu | 
为平面赋予纹理二维UV坐标
geometry.vertices[0].uv=new THREE.Vector2(0,0);
            geometry.vertices[1].uv=new THREE.Vector2(1,0);
            geometry.vertices[2].uv=new THREE.Vector2(1,1);
            geometry.vertices[3].uv=new THREE.Vector2(0,1);//逆时针loadertexture函数
var texture=THREE.ImageUtils.loadTexture("M.png",null,function (t) {
            });//加载图片| 参数 | 含义 | 
| 第一个参数路径 | 相对路径 | 
| 第二个参数null | 纹理坐标参数覆盖geometry的参数 | 
| 第三个参数function(t) | 回调函数,成功加载纹理后需要执行的函数,参数为texture | 
指定材质纹理映射
var material=new THREE.MeshBasicMaterial({map:texture});//纹理映射
            mesh = new THREE.Mesh( geometry,material);代码重构
1.渲染背景橙黄色0xfd971f,背景颜色。
renderer.setClearColor(0xfd971f, 1.0);//橙黄色背景利于观察正方体2.透视相机就位
var camera;
        function initCamera() {
        camera = new THREE.PerspectiveCamera(120, width/height, 1, 1000);
        camera.position.x = 0;
        camera.position.y = 0;
        camera.position.z = 700;
        camera.up.x = 0;//相机朝向位置
        camera.up.y = 1;
        camera.up.z = 0;
        camera.lookAt(new THREE.Vector3(0,0,0));
        }3.白色环境光就位
function initLight() {
            var light=new THREE.AmbientLight(0xffffff);//白色环境光,无处不在
            var light_help=new THREE.SphereGeometry(16,16,16);
            light.add(new THREE.Mesh(light_help,new THREE.MeshBasicMaterial({color:0xffffff})));//白色
            scene.add(light);
        }4.创建box
var mesh=null;//全局变量
        function initObject() {
            var geometry = new THREE.CubeGeometry(300,300,300);//几何体
            var material = new THREE.MeshLambertMaterial( { color:0xFFFFFF} );//白色
            mesh = new THREE.Mesh( geometry,material);
            mesh.position = new THREE.Vector3(0,0,0);
            scene.add(mesh);
        }
5.纹理贴图准备,重构几何体材质代码
var mesh=null;//全局变量
        function initObject() {
            var geometry = new THREE.CubeGeometry(300,300,300);//几何体
            geometry.vertices[0].uv=new THREE.Vector2(0,0);
            geometry.vertices[1].uv=new THREE.Vector2(1,0);
            geometry.vertices[2].uv=new THREE.Vector2(1,1);
            geometry.vertices[3].uv=new THREE.Vector2(0,1);
            var texture=THREE.ImageUtils.loadTexture("demo1.jpg",null,function (t) {
            });
            var material=new THREE.MeshBasicMaterial({map:texture});//纹理映射
            //var material = new THREE.MeshLambertMaterial( { color:0xFFFFFF} );//白色
            mesh = new THREE.Mesh( geometry,material);
            mesh.position = new THREE.Vector3(0,0,0);
            scene.add(mesh);
        }6.为了利于观察,循环渲染加上box旋转
function animation()
        {
            mesh.rotation.y+=0.01;//绕y轴旋转
            renderer.render(scene, camera);
            requestAnimationFrame(animation);//递归调用
            stats.update();//fps
        }测试的图片纹理

 ok,奈斯运行看效果!

 没问题!
                










