I am updating an a-image scr using THREE.TextureLoader
let loader = new THREE.TextureLoader()
const imgload = loader.load(
'./test.png',
function ( texture ) {
firstFrameImage.getObject3D('mesh').material.map = texture
firstFrameImage.getObject3D('mesh').material.needsUpdate = true
},
// onProgress callback currently not supported
undefined,
// onError callback
function ( err ) {
console.error( 'An error happened.' );
}
)
Its updating the texture but its making the texture whitewashed. Can any one help?
Original image:
original
Updated texture coming as:
after update
Try to fix this by doing this:
texture.encoding = THREE.sRGBEncoding;
Color deviations like this mostly occur because of wrong color space definitions.
Related
I want to use a pre-created canvas with three.js. From the tutorials and other posts I've read, this should work:
const canvas = document.createElement('canvas');
const ctx = canvas.getContext("2d"); // <--- This causes the error below!
const renderer = new THREE.WebGLRenderer( { canvas: canvas } );
However, in my browser console (Safari v14 and Chrome v86), I get the following error:
THREE.WebGLRenderer: Error creating WebGL context.
I've also tried adding
<canvas id='myCanvas'></canvas>
and using:
const canvas = document.getElementById("myCanvas");
const ctx = canvas.getContext("2d"); // <--- This causes the same error!
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
});
and get the same issues.
I've also tried adding:
window.onload = function() {
...
};
to ensure the DOM has loaded, etc.
If I remove the getContext("2d") lines then it works?
I'm using three.js version 0.120.
Why does this cause an issue?
Three.js only throws this error in one place, and luckily it's doing something very simple: Getting a context from a canvas. It uses HTMLCanvasElement.getContext to do this, and only throws the error if the result is null.
HTMLCanvasElement.getContext will only allow you to request one context type. You can request the same type (or compatible, in the case of webgl and webgl2) again, but it will return the original context created on the canvas. After the first request establishes the in-use context, subsequent requests for incompatible types will return null.
let ctx_2d_1 = mycanvas.getContext( '2d' )
let ctx_2d_2 = mycanvas.getContext( '2d' )
console.log( ctx_2d_1 === ctx_2d_2 ) // true
let ctx_2d = mycanvas.getContext( '2d' )
let ctx_webgl = mycanvas.getContext( 'webgl' )
console.log( ctx_2d ) // CanvasRenderingContext2D
console.log( ctx_webgl ) // null
let ctx_webgl = mycanvas.getContext( 'webgl' )
let ctx_2d = mycanvas.getContext( '2d' )
console.log( ctx_webgl ) // WebGLRenderingContext
console.log( ctx_2d ) // null
Because you are creating the 2d context before calling the WebGLRenderer constructor, the constructor can't get a valid WebGLRenderingContext from the canvas. Instead, it gets a null, and so it throws the error.
If you want to draw 2D on top of 3D (or vice versa), you will either need to layer canvases of different contexts, or use a plane to render the 2D information as a texture within the WebGL (three.js) context.
I need to have multiple identical, animated models on a scene. If possible, I would like them to have a shared geometry and material, but if it is impossible, having them instanced per model will suffice too.
Unfortunately, the only way to achieve this result I found is to go through JSONLoader for every model instance.
SkinnedMesh does have a clone() method, but it seems not to be fully implemented yet. If used and both original and cloned mesh are present on the scene, only one will appear, and cloned one will be without animation.
I have attempted to use this example with shared skeletons:
https://github.com/mrdoob/three.js/pull/11666
...and indeed it works, but I need to be able to play different animations for every model instance, having them all play the same one is not sufficient, sadly. I hoped I could do similar hax and insert my own skeleton (made out of bones from the JSON file), but it behaves very much like if I just used clone() from SkinnedMesh.
I am using this code:
https://github.com/arturitu/threejs-animation-workflow/blob/master/js/main.js
Basically what I'd like to achieve is
var onLoad = function (geometry, materials) {
window.geometry = geometry;
character = new THREE.SkinnedMesh(
geometry,
new THREE.MeshFaceMaterial(materials)
);
character2 = character.someMagicalClone();
scene.add(character);
scene.add(character2);
(...)
I need any clue... and while I wait for help, I am busily deconstructing constructor for SkinnedMesh and JSONLoader for clues ;)
Thanks in advance!
I found a solution in this pull request:
https://github.com/mrdoob/three.js/pull/14494
in short, there are two functions added:
function cloneAnimated( source ) {
var cloneLookup = new Map();
var clone = source.clone();
parallelTraverse( source, clone, function ( sourceNode, clonedNode ) {
cloneLookup.set( sourceNode, clonedNode );
} );
source.traverse( function ( sourceMesh ) {
if ( ! sourceMesh.isSkinnedMesh ) return;
var sourceBones = sourceMesh.skeleton.bones;
var clonedMesh = cloneLookup.get( sourceMesh );
clonedMesh.skeleton = sourceMesh.skeleton.clone();
clonedMesh.skeleton.bones = sourceBones.map( function ( sourceBone ) {
if ( ! cloneLookup.has( sourceBone ) ) {
throw new Error( 'THREE.AnimationUtils: Required bones are not descendants of the given object.' );
}
return cloneLookup.get( sourceBone );
} );
clonedMesh.bind( clonedMesh.skeleton, sourceMesh.bindMatrix );
} );
return clone;
}
function parallelTraverse( a, b, callback ) {
callback( a, b );
for ( var i = 0; i < a.children.length; i ++ ) {
parallelTraverse( a.children[ i ], b.children[ i ], callback );
}
}
As I understand it rebinds cloned skeleton to the cloned mesh.
so topic example could look like:
var onLoad = function (geometry, materials) {
window.geometry = geometry;
character = new THREE.SkinnedMesh(
geometry,
new THREE.MeshFaceMaterial(materials)
);
character2 = cloneAnimated(character); // <-- used that new function
scene.add(character);
scene.add(character2);
(...)
I am trying to import STL files and then reduce the number of vertices using this great mesh simplification function:
http://www.blurspline.com/labs/3D/bunny/
https://github.com/mrdoob/three.js/issues/5806
It seems that geometry.vertices returns "Undefined" after I import via STLLoader. And I think this has to be the reason this does not work for me.
I´m using this code to import it;
var loader = new THREE.STLLoader();
loader.load( 'mySTLfile.stl', function ( geometry ) {
geometriesParams.push({type: 'Test', args: [ ], scale: 100, meshScale:1 });
console.log("Vertices:"+geometry.vertices);
THREE.Test = function() {
return geometry.clone();
};
updateInfo()
} );
Why aren't there any vertices on imported STL files? And does anyone know of a solution to this?
STLLoaderreturns THREE.BufferGeometry.
In your loader callback, you can convert your geometry to THREE.Geometry like so:
var geometry = new THREE.Geometry().fromBufferGeometry( geometry );
three.js r.84
I have loaded object in three js. When i apply the color it does not work.
I have below code used i got error in,
child.material.color is undefined
I have used below code
var geometry = new THREE.PlaneGeometry( 0.8, 1 );
var loader = new THREE.OBJLoader( manager );
loader.load( file, function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.ambient.setHex(0xFF0000);
child.material.color.setHex(0x00FF00);
}
} );
I think child.material.color.setHex() is enough to apply/set the color of an object.
So try to remove the following line from your code.
child.material.ambient.setHex(0xFF0000);
Here is the working fiddle sample: http://jsfiddle.net/ev3tuLuc/109/
First of all, thank you for this wonderfull work, i'm having a lot of fun working with three.js.
I tried to find answer about a recurent issue, .WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 2
I'm making a website in webgl, i spend few week understanding all about three.js but i can't fix this issue.
I get this message on Chrome and firefox (latest) each time i try to load a canvas into a map, bumpmap and specmap.
All my mesh are loaded from obj files, by the way i rewrote OBJMTLLoader.js to be able to load more parameters from obj files and more.
here the code used to load image.
THREE.MTLLoader.loadTexture = function ( url, mapping, onLoad, onError ) {
var isCompressed = url.toLowerCase().endsWith( ".dds" );
var texture = null;
if ( isCompressed ) {
texture = THREE.ImageUtils.loadCompressedTexture( url, mapping, onLoad, onError );
} else {
var image = new Image();
texture = new THREE.Texture( image, mapping );
var loader = new THREE.ImageLoader();
loader.addEventListener( 'load', function ( event ) {
texture.image = THREE.MTLLoader.ensurePowerOfTwo_( event.content );
texture.needsUpdate = true;
if ( onLoad )
onLoad( texture );
} );
loader.addEventListener( 'error', function ( event ) {
if ( onError ) onError( event.message );
} );
loader.crossOrigin = this.crossOrigin;
loader.load( url, image );
}
return texture;
};
I'm pretty sure it is from this, because when i disable this function, no more warning.
Is it because the mesh has a texture with an empty image while loading datas ?
Is there any restriction on the dimensions of image ?
For now everything works fines, but i feel strange having those message in console.
Thanks
This error become because the Three.js buffers are outdated. When your add some textures (map,bumpMap ...) to a Mesh, you must recompose the buffers like this :
ob is THREE.Mesh, mt is a Material, tex is a texture.
tex.needsUpdate = true;
mt.map = tex;
ob.material = mt;
ob.geometry.buffersNeedUpdate = true;
ob.geometry.uvsNeedUpdate = true;
mt.needsUpdate = true;
That's all folks !
Hope it's help.
Regards.
Sayris