I am new to three.js, but am just coming off of a project using Java and JMonkeyEngine, so I know my way around 3d.
My issue comes with loading a texture. I'm sure this question has come up quite a few times coming from the topics I've read, however the topics I have seen are older, and it didn't work with what I needed.
I took an example from the site and tried editing it to my own needs. I was able to load my texture fine, and it spun around just like the example....
HOWEVER, when I removed the animation from the rendering process my image poofed. I can use a regular square with color just fine, but no texture.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometries</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,
user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="three.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera(
45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.y = 400;
scene = new THREE.Scene();
var light, object;
scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
var map = THREE.ImageUtils.loadTexture( 'butter.jpg' );
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
var material =
new THREE.MeshLambertMaterial(
{ ambient: 0xbbbbbb, map: map, side: THREE.DoubleSide } );
//
object = new THREE.Mesh(
new THREE.PlaneGeometry(100, 100, 4, 4 ), material );
object.position.set( -400, 0, 0 );
scene.add( object );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.0001;
camera.position.x = Math.cos( timer ) * 800;
camera.position.z = Math.sin( timer ) * 800;
camera.lookAt( scene.position );
for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
var object = scene.children[ i ];
object.rotation.x = timer * 5;
object.rotation.y = timer * 2.5;
}
renderer.render( scene, camera );
}
</script>
</body>
I read up something here Using textures in THREE.js stating I needed to call the render after the texture loads. Sure, no problem, but it doesn't work. I assumed this could be the case, but I think about the animation. Did it load and since the animation is constant it just loaded after a render pass and then was okay during the rest of it, or something else?
Next I saw Texture from hard disk not loading in three.js - showing black
Now the user says he cannot see anything doing all sorts of things, I haven't tried any of that, but I'm using Netbeans 8.0 and it calls from the LocalHost, and I can see the animated textures, so I'm assuming this isn't the issue.
I saw another forum like this as well, with similar answers to the 2 above."
Any thoughts to think? Hopefully it's something simple.
Thanks for the help all, hopefully this library works out great!
EDIT: I found a post here ThreeJS texture issue saying there is an issue with chrome (which I was using as the browser to test). I tried the internal netbeans browser (it just gave me an error with webgl so meh) and ie didn;t work either...
I also tried to use a loader as suggested but his method gives off an "undefined" error.
I saw another post stating R58 -> R59 had changes to thw ImageLoader, so idk :(
EDIT2: Trying out the starting example of Three.JS I cannot get the texture to work stationary or during the animation.... weird..
<html>
<head>
<title>My first Three.js app</title>
<style>canvas { width: 100%; height: 100% }</style>
</head>
<body>
<script src="three.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry(1,1,1);
var map = THREE.ImageUtils.loadTexture('butter.jpg', {}, function() {render();});
// render();
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
var material = new THREE.MeshLambertMaterial( { ambient: 0xbbbbbb, map: map, side: THREE.DoubleSide } );
//var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function render()
{
requestAnimationFrame(render);
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
}
render();
</script>
</body>
EDIT3: Thought about this last night as I was going to sleep, and realized today that there is no NPOT... I tried another image that was 184x184 with no luck :(