I have an Three.js project with augmented reality and now I try to load a model with textures. For some reason my model is black and I have no textures. I checked the box in blender to export the images, I also see that in the .js file of the t-rex (model I'm using) that it lists the textures but my application wont load it.
EDIT (ADDED CODE) The code I use to load the model:
new THREE.JSONLoader().load("models/trex.json", function(geometry) {
var material = new THREE.MeshFaceMaterial();
var dino = new THREE.Mesh(geometry, material);
dino.position.z = -50;
dino.scale.x = dino.scale.y = dino.scale.z = 2;
dino.updateMatrix();
dino.overdraw = true;
marker.object3d.add(dino);
});
I add this to the marker object because I'm working with markers, If I show the marker I want a trex to be drawn on the marker (or right above it).
The trex model is the same as this one, but I've opened it in blender and used the latest version of blender to three.js exporter: http://alteredqualia.com/three/examples/webgl_trex.html
Also my trex.json file looks like this:
{
"metadata" :
{
"formatVersion" : 3.1,
"generatedBy" : "Blender 2.63 Exporter",
"vertices" : 23273,
"faces" : 23268,
"normals" : 20842,
"colors" : 0,
"uvs" : [11497],
"materials" : 1,
"morphTargets" : 0,
"bones" : 0
},
"scale" : 0.0500,
"materials": [ {
"DbgColor" : 15658734,
"DbgIndex" : 0,
"DbgName" : "Material.001",
"blending" : "NormalBlending",
"colorAmbient" : [0.2933282256126404, 0.2933282256126404, 0.2933282256126404],
"colorDiffuse" : [0.2933282256126404, 0.2933282256126404, 0.2933282256126404],
"colorSpecular" : [0.13438941538333893, 0.13438941538333893, 0.13438941538333893],
"depthTest" : true,
"depthWrite" : true,
"mapDiffuse" : "trex_image_copy.png",
"mapNormal" : "trex_image_bump.png",
"mapNormalFactor" : 12.0,
"mapSpecular" : "trex_image_spec.png",
"shading" : "Phong",
"specularCoef" : 511,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
},
{
"DbgColor" : 15597568,
"DbgIndex" : 1,
"DbgName" : "Material",
"blending" : "NormalBlending",
"colorAmbient" : [0.7257574200630188, 0.7257574200630188, 0.7257574200630188],
"colorDiffuse" : [0.7257574200630188, 0.7257574200630188, 0.7257574200630188],
"colorSpecular" : [0.0, 0.0, 0.0],
"depthTest" : true,
"depthWrite" : true,
"mapDiffuse" : "trex_image_copy.png",
"mapLight" : "trex_image_eye.png",
"mapLightWrap" : ["repeat", "repeat"],
"shading" : "Lambert",
"specularCoef" : 1,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
},
{
"DbgColor" : 60928,
"DbgIndex" : 2,
"DbgName" : "Material",
"blending" : "NormalBlending",
"colorAmbient" : [0.7257574200630188, 0.7257574200630188, 0.7257574200630188],
"colorDiffuse" : [0.7257574200630188, 0.7257574200630188, 0.7257574200630188],
"colorSpecular" : [0.0, 0.0, 0.0],
"depthTest" : true,
"depthWrite" : true,
"mapDiffuse" : "trex_image_copy.png",
"mapLight" : "trex_image_eye.png",
"mapLightWrap" : ["repeat", "repeat"],
"shading" : "Lambert",
"specularCoef" : 1,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
}],
"vertices":
I've tryed drawing a box and then add textures, that works but loading the file from json format and then displaying the textures doesnt work.
Thanks a lot!
I think what you are looking for is loading the texture/material from your json. The JSONLoader actually handles that for you. The corresponding material is returned as second parameter of the loader-callback. This does of course only work if the json holds material data (in your case it does).
Have you tried to give file permission to the texture?... this file is generated by blender, so you need to give permission to that file.
I have had not so good luck exporting textures like you are trying. I would try just using the JSON exporter to export your geometry and uv mapping and handle loading textures yourself. Unless someone has a more elegant solution for you to use. I have been able to load up my textures, then in the callback create a material and use the loader to get the geometry from the JSON. Then in the loader's callback you create your mesh using both the geometry and the material you created earlier. Here is some example code: