我使用带有WebGLCubeRenderTarget的CubeCamera来渲染周围的反射,类似于这里的例子- https://threejs.org/examples/#webgl_materials_cubemap_dynamic
但是这个例子一直给出这个错误:
[。WebGL-000052760009C700] GL_INVALID_OPERATION:在Framebuffer和活动纹理之间形成反馈循环。
有人看到问题了吗?我的代码:
const reflection=()=> {
renderer.outputEncoding = THREE.sRGBEncoding; // for post processing pass
cubeRenderTarget1 = new THREE.WebGLCubeRenderTarget( 256, {
format: THREE.RGBFormat,
generateMipmaps: true,
minFilter: THREE.LinearMipmapLinearFilter,
encoding: THREE.sRGBEncoding // prevents the material's shader from recompiling every frame
} );
cubeCamera1 = new THREE.CubeCamera( .01, 10, cubeRenderTarget1 );
cubeCamera1.position.z = 3
cubeCamera1.position.y = -4
reflectionMaterial = new THREE.MeshBasicMaterial( {
envMap: cubeRenderTarget1.texture,
color: 0x011111,
} );
}
reflection()
gltfLoader.load(
'/exportPackages/sceneMaya.glb',
(gltf) =>
{
let meshGLB= gltf.scene.children.find(child => child.name === 'mesh_0')
meshGLB.material = reflectionMaterial
scene.add(gltf.scene)
})
const animate =()=> {
cubeCamera1.update( renderer, scene ); }; animate()
修复方法:我需要添加
meshGLB.visible = false;
cubeCamera1.update( renderer, scene );
meshGLB.visible = true;
在我的animate()
中,以防止材料渲染自己。