var camera = new THREE.PerspectiveCamera( 35,// Field of view 800 / 640,// Aspect ratio .1,// Near 10000 // Far ); var cube = new THREE.Mesh( new THREE.CubeGeometry( 5,5,5 ),new THREE.MeshLambertMaterial( { color: 0xFF0000 } ) );
在相机中,Near和Far参数的单位是多少.
在Cube中,CubeGeometry的参数单位是多少
请指出我在哪里,我可以找到有关的详细信息
对象空间 – (用于绘制对象的局部轴)
世界空间 – (全球轴)
解决方法
很确定这些参数是OpenGL中的单位.如果你看一下OpenGL红皮书,请参阅第3章中的每一本
http://www.glprogramming.com/red/chapter03.html
这里有一个简短的段落:
The preceding paragraph mentions inches and millimeters – do these
really have anything to do with OpenGL? The answer is,in a word,no.
The projection and other transformations are inherently unitless. If
you want to think of the near and far clipping planes as located at
1.0 and 20.0 meters,inches,kilometers,or leagues,it’s up to you. The only rule is that you have to use a consistent unit of
measurement. Then the resulting image is drawn to scale.
所以要回答你的问题,单位是你认为应该是什么,它们是纯粹的相对规模.