I am following this tutorial on how to load Maya models with Three.js.
Everything is fine, but tutorial only explains how to load models with one texture.
Here's the source code from the tutorial:
function createScene(geometry, x, y, z, scale, tmap) {
zmesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture(tmap)}));
zmesh.position.set(x, y, z);
zmesh.scale.set(scale, scale, scale);
meshes.push(zmesh);
scene.add(zmesh);
}
Full JS Live Link
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container;
var camera, scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry, materials;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var meshes = [];
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000);
camera.position.x = 400;
camera.position.y = 200;
camera.position.z = 400;
scene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight(0x666666);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 70, 100).normalize();
scene.add(directionalLight);
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
container.appendChild(webglRenderer.domElement);
var loader = new THREE.JSONLoader(),
callbackKey = function (geometry, materials) {
createScene(geometry, materials, 0, 0, 0, 6);
};
loader.load("chameleon.js", callbackKey);
window.addEventListener('resize', onWindowResize, false);
}
function createScene(geometry, materials, x, y, z, scale) {
zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
zmesh.position.set(x, y, z);
zmesh.scale.set(scale, scale, scale);
meshes.push(zmesh);
scene.add(zmesh);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
webglRenderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
for (var i = 0; i < meshes.length; i++) {
meshes[i].rotation.y += 0.01;
}
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
webglRenderer.render(scene, camera);
}
But my model has four textures. What should I change to load all of them?Live Link