Working with JavaScript, I am attempting to build a basic skybox inspired by this demo. Everything is going smoothly except for one issue - when I rotate the camera (using orbitControls.js) and the z value is not at its minimum, the textures start to glitch and appear broken.
Here's the source code:
var camera, scene, renderer, controls, skybox;
var toRadians = function(deg) {
return deg * Math.PI / 180
}
var toDegrees = function(radians) {
return radians * (180 / Math.PI);
}
var init = function() {
// setting up the scene
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xffffff, 0.00010);
// creating the camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000 );
camera.position.z = 5000;
scene.add( camera );
// adding the skybox
var urlPrefix = "http://three.dev/skybox/textures/";
var urls = [urlPrefix + "px.png", urlPrefix + "nx.png",
urlPrefix + "py.png", urlPrefix + "ny.png",
urlPrefix + "pz.png", urlPrefix + "nz.png"];
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
var shader = THREE.ShaderLib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;
var material = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
depthWrite: false,
side: THREE.BackSide
} ),
skybox = new THREE.Mesh( new THREE.BoxGeometry( 10000, 10000, 10000 ), material );
scene.add( skybox );
// setting up render settings
renderer = new THREE.WebGLRenderer( {alpha: true, antialias: true} );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0xffffff, 1 );
renderer.autoClear = false;
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.rotateSpeed = 0.5;
controls.minDistance = 500;
controls.maxDistance = 6000;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// initiating the rendering process
render();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
var update = function() {
}
var render = function() {
update();
controls.update();
requestAnimationFrame( render );
renderer.render(scene, camera);
}
window.onload = function(){
init();
}