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如何在three.js畫布中制作透明背景?

錢多多2年前9瀏覽0評論

我正在嘗試使用來自codepen-https://codepen.io/kevinsturf/pen/ ex ldpz的波粒動畫,但是它的背景是白色的。當我將紅色背景設置為body時,它不會在畫布渲染后立即顯示。

我還嘗試將alpha設置為0,即

renderer.setClearColor( 0xffffff, 0);

我怎樣才能讓它變得透明?

您需要將alpha作為true傳遞給渲染器:

renderer = new THREE.CanvasRenderer({ alpha: true });

然后,您可以將其設置為透明:

renderer.setClearColor( 0x000000, 0 );

還添加了一個黑色的背景色的div,所以我們可以看到它的工作

.waves { 
  height: 100vh;
  background-color: black
}

/* 

ThreeJs custom waves
Original script by ThreeJS : https://threejs.org/examples/canvas_particles_waves.html
Modified version for Cloudoru by Kevin Rajaram : http://kevinrajaram.com
Date: 08/14/2014


*/

var SEPARATION = 40, AMOUNTX = 130, AMOUNTY = 35;

var container;
var camera, scene, renderer;
/*

if (window.WebGLRenderingContext){
    renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
    }
else {
    renderer = new THREE.CanvasRenderer();
    }
*/

var particles, particle, count = 0;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

init();
animate();

function init() {

    container = document.createElement( 'div' );
    document.body.appendChild( container );
    if(container) {
        container.className += container.className ? ' waves' : 'waves';
    }

    camera = new THREE.PerspectiveCamera( 120, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.y = 150; //changes how far back you can see i.e the particles towards horizon
    camera.position.z = 300; //This is how close or far the particles are seen
    
    camera.rotation.x = 0.35;
    
    scene = new THREE.Scene();

    particles = new Array();

    var PI2 = Math.PI * 2;
    var material = new THREE.SpriteCanvasMaterial( {

        color: 0xFFFFFF, //changes color of particles
        program: function ( context ) {

            context.beginPath();
            context.arc( 0, 0, 0.1, 0, PI2, true );
            context.fill();

        }

    } );

    var i = 0;

    for ( var ix = 0; ix < AMOUNTX; ix ++ ) {

        for ( var iy = 0; iy < AMOUNTY; iy ++ ) {

            particle = particles[ i ++ ] = new THREE.Sprite( material );
            particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
            particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) - 10 );
            scene.add( particle );

        }

    }

    renderer = new THREE.CanvasRenderer({ alpha: true });
    renderer.setSize( window.innerWidth, window.innerHeight );
    
  renderer.setClearColor( 0x000000, 0 );
    container.appendChild( renderer.domElement );

    window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

    windowHalfX = window.innerWidth / 2;
    windowHalfY = window.innerHeight / 2;

    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();

    renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

    requestAnimationFrame( animate );

    render();

}

function render() {

    var i = 0;

    for ( var ix = 0; ix < AMOUNTX; ix ++ ) {

        for ( var iy = 0; iy < AMOUNTY; iy ++ ) {

            particle = particles[ i++ ];
            particle.position.y = ( Math.sin( ( ix + count ) * 0.5 ) * 20 ) + ( Math.sin( ( iy + count ) * 0.5 ) * 20 );
            particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 2 ) * 4 + ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;

        }

    }

    renderer.render( scene, camera );

    // This increases or decreases speed
    count += 0.2;

}

canvas{
  position: absolute;
  top:0;
  left:0;
  z-index:2;
}

.waves { 
  height: 100vh;
  background-color: black
}

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r68/three.min.js"></script>