I am using THREE.TextureLoader() to preload the textures, but I can't seem to assign them to my shaders.
var textureLoader = new THREE.TextureLoader();
textureLoader.load('img/texture.jpg', function(){
assetsLoadedCount++;
});
In another function, I check assetsLoaded
to initialize my scene:
if(assetsLoadedCount == totalAssetsCount)
{
// Create a sphere:
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(100, 10, 10),
new THREE.MeshBasicMaterial({
map: textureLoader
})
);
scene.add(sphere);
}
But this throws the following error:
Uncaught TypeError: Cannot read property 'x' of undefined
Already figured it out!
Turns out the callback-function of the load()
-method give the texture as a parameter. So:
var textureLoader = new THREE.TextureLoader();
textureLoader.load('img/texture.jpg', function(t){
assetsLoadedCount++;
loadedTexture = t;
});
further on:
if(assetsLoadedCount == totalAssetsCount)
{
// Create a sphere:
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(100, 10, 10),
new THREE.MeshBasicMaterial({
map: loadedTexture
})
);
scene.add(sphere);
}
May be the other answer worked on the older version, this is how I got it working
var textureLoader = new THREE.TextureLoader();
textureLoader.load(url);
// Add the event listener
textureLoader.addEventListener('load', function(event){
// The actual texture is returned in the event.content
sphere.material.map = event.content;
});