Loading an image with a PointsMaterial in three.js - three.js

I am learning three.js (r75) and trying to load an image to use as a shader or particle. The image appears to be loading after rendering.
I am using Ubuntu on a VM (VirtualBox, Win10 base) and running a localhost server via Python3 and Flask. I have also tried taking out all the framework stuff and tested using Python's SimpleHTTPServer. 3D acceleration is enabled via Chrome flag 'Override software rendering list' and all examples are working.
Having moved on from tying to get a sky box to work, I am following a tutorial on Aerotwist, https://aerotwist.com/tutorials/creating-particles-with-three-js/, to render particles - but when trying to apply the image, I get exactly the same issue as for my sky box. The tutorial was fine up to applying the image.
All I am seeing is a blank screen (black background in my container).
Watching files load when stepping through, it appears to be loading the image (status 200) after it's finished rendering (renderer.render(scene, camera)) - but I could be wrong. There are no errors displayed in Dev Tools.
I was under the impression that THREE.ImageUtils.loadTexture() or THREE.TextureLoader.load() would handle the image load by default. The image displays when mapped to a MeshLambertMaterial.
Appearing to be the only person with this problem (?!) - no mention in tutorials about pre-loading and not much from Google or Stack Overflow - can anyone suggest what I've done wrong or point me at something obvious, please?
Thank you! :)
This is the code.
; function Solar3D() {
'use strict';
var scene, renderer, camera,
container = $('#webgl-container'),
skyBox = null;
init();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0x000000, 1);
var $container = $(container);
var containerWidth = $container.width();
var containerHeight = $container.height();
renderer.setSize(containerWidth, containerHeight);
container.append(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 1, 5000);
camera.position.set(0, 155, 32);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(particles());
render();
}
function particles() {
// https://aerotwist.com/tutorials/creating-particles-with-three-js/
var particleCount = 1800,
particles = new THREE.Geometry(),
pMaterial = new THREE.PointsMaterial({
color: 0xFFFFFF,
size: 20,
map: THREE.ImageUtils.loadTexture(
'/app/static/img/particle.png'),
blending: THREE.AdditiveBlending,
transparent: true
});
for (var p = 0; p < particleCount; p++) {
var pX = Math.random() * 500 - 250,
pY = Math.random() * 500 - 250,
pZ = Math.random() * 500 - 250,
particle = new THREE.Vector3(pX, pY, pZ);
particles.vertices.push(particle);
}
var particleSystem = new THREE.Points(
particles,
pMaterial);
particleSystem.sortParticles = true;
return particleSystem;
}
function render() {
renderer.render(scene, camera);
}
function loadTexture(path) {
return new THREE.TextureLoader().load(path);
}
}

So I guess the answer is obvious!
As I was trying to render a background, I did not want to complicate things with animation - I was not re-rendering my scene.
Rendering in an animation (or update) loop, allows the image(s) to fully load before they are actually rendered.
I added animate(); after the init(), and filled it with the following
function animate() {
render();
requestAnimFrame(animate);
}
For completeness - I am using this animation frame:
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
Easy when you know! Thanks to anyone who gave my question some consideration.

Related

Change from Three.js v122 to v123 hides the shadows on a custom layer for Mapbox

I'm adding a custom layer to mapbox using three.js, using the official example from mapbox. I found that the shadows that worked perfectly in v122 are not working in v123. After reading carefully the release changelog for v123 and and the migration guide from v122, I cannot find any related commit or change that is making the shadows disappear. I also tested with the latest build available of three.js and it happens the same, but I found the change happens between these two releases. I have tested with different materials apart from ShadowMaterial but same result.
Exactly the same code, just changing the package version from:
https://unpkg.com/three#0.122.0/examples/js/loaders/GLTFLoader.js
https://unpkg.com/three#0.122.0/build/three.min.js
to
https://unpkg.com/three#0.123.0/examples/js/loaders/GLTFLoader.js
https://unpkg.com/three#0.123.0/build/three.min.js
From this:
Here is the Fiddle v122
To this...
Here is the Fiddle v123
Code is exactly the same:
mapboxgl.accessToken = 'pk.eyJ1IjoianNjYXN0cm8iLCJhIjoiY2s2YzB6Z25kMDVhejNrbXNpcmtjNGtpbiJ9.28ynPf1Y5Q8EyB_moOHylw';
var map = (window.map = new mapboxgl.Map({
container: 'map',
style: 'mapbox://styles/mapbox/light-v10',
zoom: 18,
center: [148.9819, -35.3981],
pitch: 60,
bearing: 45,
antialias: true // create the gl context with MSAA antialiasing, so custom layers are antialiased
}));
// parameters to ensure the model is georeferenced correctly on the map
var modelOrigin = [148.9819, -35.39847];
var modelAltitude = 0;
var modelRotate = [Math.PI / 2, 0, 0];
var modelAsMercatorCoordinate = mapboxgl.MercatorCoordinate.fromLngLat(
modelOrigin,
modelAltitude
);
// transformation parameters to position, rotate and scale the 3D model onto the map
var modelTransform = {
translateX: modelAsMercatorCoordinate.x,
translateY: modelAsMercatorCoordinate.y,
translateZ: modelAsMercatorCoordinate.z,
rotateX: modelRotate[0],
rotateY: modelRotate[1],
rotateZ: modelRotate[2],
/* Since our 3D model is in real world meters, a scale transform needs to be
* applied since the CustomLayerInterface expects units in MercatorCoordinates.
*/
scale: modelAsMercatorCoordinate.meterInMercatorCoordinateUnits()
};
var THREE = window.THREE;
// configuration of the custom layer for a 3D model per the CustomLayerInterface
var customLayer = {
id: '3d-model',
type: 'custom',
renderingMode: '3d',
onAdd: function(map, gl) {
this.camera = new THREE.Camera();
this.scene = new THREE.Scene();
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(0, 70, 100);
let d = 100;
let r = 2;
let mapSize = 1024;
dirLight.castShadow = true;
dirLight.shadow.radius = r;
dirLight.shadow.mapSize.width = mapSize;
dirLight.shadow.mapSize.height = mapSize;
dirLight.shadow.camera.top = dirLight.shadow.camera.right = d;
dirLight.shadow.camera.bottom = dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 400;
dirLight.shadow.camera.visible = true;
this.scene.add(dirLight);
this.scene.add(new THREE.DirectionalLightHelper(dirLight, 10));
this.scene.add(new THREE.CameraHelper(dirLight.shadow.camera))
// use the three.js GLTF loader to add the 3D model to the three.js scene
var loader = new THREE.GLTFLoader();
loader.load(
'https://docs.mapbox.com/mapbox-gl-js/assets/34M_17/34M_17.gltf',
function(gltf) {
gltf.scene.traverse(function(model) {
if (model.isMesh) {
model.castShadow = true;
}
});
this.scene.add(gltf.scene);
// we add the shadow plane automatically
const s = new THREE.Box3().setFromObject(gltf.scene).getSize(new THREE.Vector3(0, 0, 0));
const sizes = [s.x, s.y, s.z];
const planeSize = Math.max(...sizes) * 10;
const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
//const planeMat = new THREE.MeshStandardMaterial({ color: 0xffffff, side: THREE.DoubleSide});
const planeMat = new THREE.ShadowMaterial();
planeMat.opacity = 0.5;
let plane = new THREE.Mesh(planeGeo, planeMat);
plane.rotateX(-Math.PI / 2);
//plane.layers.enable(1); plane.layers.disable(0); // it makes the object invisible for the raycaster
plane.receiveShadow = true;
this.scene.add(plane);
}.bind(this)
);
this.map = map;
// use the Mapbox GL JS map canvas for three.js
this.renderer = new THREE.WebGLRenderer({
canvas: map.getCanvas(),
context: gl,
antialias: true
});
this.renderer.autoClear = false;
this.renderer.shadowMap.enabled = true;
},
render: function(gl, matrix) {
var rotationX = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(1, 0, 0),
modelTransform.rotateX
);
var rotationY = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0, 1, 0),
modelTransform.rotateY
);
var rotationZ = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0, 0, 1),
modelTransform.rotateZ
);
var m = new THREE.Matrix4().fromArray(matrix);
var l = new THREE.Matrix4()
.makeTranslation(
modelTransform.translateX,
modelTransform.translateY,
modelTransform.translateZ
)
.scale(
new THREE.Vector3(
modelTransform.scale,
-modelTransform.scale,
modelTransform.scale
)
)
.multiply(rotationX)
.multiply(rotationY)
.multiply(rotationZ);
this.camera.projectionMatrix = m.multiply(l);
this.renderer.state.reset();
this.renderer.render(this.scene, this.camera);
this.map.triggerRepaint();
}
};
map.on('style.load', function() {
map.addLayer(customLayer, 'waterway-label');
});
It seems like a bug, but honestly I'd love is something I'm missing or I didn't realize. I even checked if with the files from different CDNs happens the same, and yes, it happens the same. Hoping one of the Three.js contributors or other devs can help me with this as I'm completely blocked with this and stopping me to migrate
Thanks in advance for any pointer!
A new implementation of WebGLState.reset() will be available with r126. It does not only reset engine internal state flags but also calls WebGL commands to reset the actual WebGL state. This approach should solve the reported issue.
Link to the PR at GitHub: https://github.com/mrdoob/three.js/pull/21281
I included this suggestion in the comments for the pull request on github https://github.com/mrdoob/three.js/pull/20732, but I'll add it here as well incase someone only finds this Stack Overflow question when searching.
I ran into a similar issue using another library that was sharing the WebGL context. What I found was that the other library (imgui-js) was setting gl.BLEND to true and then, with the change in the mentioned pull request, WebGLState.Reset() is now setting currentBlendingEnabled to null.
This caused a lot of textures in my scene to be displayed incorrectly because when setBlending is subsequently called on the WebGLState, it assumes that if the desired blending method is NoBlending and currentBlendingEnabled is null, that gl.BLEND is already disabled:
function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
if (blending === NoBlending) {
if ( currentBlendingEnabled ) {
disable(3042);
However, with reset nulling the currentBlendingEnabled value each frame but not setting gl.BLEND to false, I believe this assumption is no longer correct. Looking closer, even after removing the external library I was using that sets the gl.BLEND value to true, I found that the change in the pull request was having a negative impacting some of the textures in my scene. In my case I found that updating the setBlending function to honor NoBlending requests, including when currentBlendingEnabled is null, seems to have remedied the situation. Maybe that will work in your case too?
function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
if (blending === NoBlending) {
if (currentBlendingEnabled !== false) {
disable(3042);

Using OutlinePass (THREE.js r102) with skinned mesh

/examples/js/postprocessing/OutlinePass.js from THREE.js r102 does not appear to work with skinned meshes. Specifically, the rendered outline always stays in the mesh's rest position.
Is there some way to get this working (that is, to update the outline to reflect the current pose of an animated mesh)? OutlinePass does not appear to be documented (mod the comments in the code itself).
Is there some other accepted method of outlining animated meshes? I'm in the process of migrating some code from r7x, where I ended up accomplishing this by manually creating a copy of the mesh and applying a shader material that scales along the normals. I can do that again, but if there's a simpler/better supported method to accomplish the same effect I'd rather use it instead of reproducing a method that breaks every new major release.
A simple jsfiddle illustrating the issue:
https://jsfiddle.net/L69pe5q2/3/
This is the code from the jsfiddle. The mesh I use is the SimpleSkinning.gltf example from the three.js distribution. In the jsfiddle I load it from a dataURI so it doesn't complain about XSS loading, and I've edited the base64-encoded data out (and replaced it with [FOO]) in the code below, purely for readability.
The OutlinePass is created and added to the composer in initComposer().
var camera, light, renderer, composer, mixer, loader, clock;
var scene, mesh, outlinePass;
var height = 480,
width = 640;
var clearColor = '#666666';
load();
function load() {
loader = new THREE.GLTFLoader();
clock = new THREE.Clock();
scene = new THREE.Scene();
loader.load('data:text/plain;base64,[FOO]', function(obj) {
scene.add(obj.scene);
mixer = new THREE.AnimationMixer(obj.scene);
var clip = THREE.AnimationClip.findByName(obj.animations,
'Take 01');
var a = mixer.clipAction(clip);
a.reset();
a.play();
mesh = obj.scene;
mesh.position.set(-7, 2.5, -7);
init();
animate();
});
}
function init() {
initCamera();
initScene();
initRenderer();
initComposer();
outlinePass.selectedObjects = [mesh];
}
function initCamera() {
camera = new THREE.PerspectiveCamera(30, width / height, 1, 10000);
camera.position.set(7, 0, 7);
camera.lookAt(0, 0, 0);
}
function initScene() {
light = new THREE.AmbientLight(0xffffff)
scene.add(light);
}
function initRenderer() {
renderer = new THREE.WebGLRenderer({
width: width,
height: height,
antialias: false,
});
renderer.setSize(width, height);
renderer.setClearColor(clearColor);
document.body.appendChild(renderer.domElement);
}
function initComposer() {
var renderPass, copyPass;
composer = new THREE.EffectComposer(renderer);
renderPass = new THREE.RenderPass(scene, camera);
composer.addPass(renderPass);
outlinePass = new THREE.OutlinePass(new THREE.Vector2(width, height),
scene, camera);
composer.addPass(outlinePass);
outlinePass.edgeStrength = 10;
outlinePass.edgeThickness = 4;
outlinePass.visibleEdgeColor.set('#ff0000');
copyPass = new THREE.ShaderPass(THREE.CopyShader);
copyPass.renderToScreen = true;
composer.addPass(copyPass);
}
function animate() {
var delta = clock.getDelta();
requestAnimationFrame(animate);
update(delta);
render(delta);
}
function update(delta) {
if (mixer) mixer.update(delta);
}
function render(delta) {
composer.render();
}
according to Mugen87 in Jan 2019 he said:
With this small patch, it's now possible to use the outline pass with animated meshes. The only thing users have to do at app level is to set morphTargets or skinning to true for OutlinePass.depthMaterial and OutlinePass.prepareMaskMaterial. That's of course still a manual effort but at least the more complicated shader enhancement is already done.
take this example:
https://jsfiddle.net/2ybks7rd/
reference link on github

Sprite not showing

I have some code at https://jsfiddle.net/72mnd2yt/1/ that doesn't display the sprite I'm trying to draw. I tried to follow the code over at https://stemkoski.github.io/Three.js/Sprite-Text-Labels.html and read it line by line, but I'm not sure where I went wrong. would someone mind taking a look at it?
Here is some relevant code:
// picture
var getPicture = function(message){
var canvas = document.createElement('canvas');
canvas.width = "100%";
canvas.height = "100%";
var context = canvas.getContext('2d');
context.font = "10px";
context.fillText(message, 0, 10);
var picture = canvas.toDataURL();
// return picture;
return canvas;
};
// let there be light and so forth...
var getScene = function(){
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
70,
$('body').width(),
$('body').height(),
1,
1000
);
var light = new THREE.PointLight(0xeeeeee);
scene.add(camera);
scene.add(light);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xefefef);
renderer.setSize($('body').width(), $('body').height());
camera.position.z = -10;
camera.lookAt(new THREE.Vector3(0, 0, 0));
return [scene, renderer, camera];
};
// now for the meat
var getLabel = function(message){
var texture = new THREE.Texture(getPicture(message));
var spriteMaterial = new THREE.SpriteMaterial(
{map: texture }
);
var sprite = new THREE.Sprite(spriteMaterial);
//sprite.scale.set(100, 50, 1.0);
return sprite
};
var setup = function(){
var scene;
var renderer;
var camera;
[scene, renderer, camera] = getScene();
$('body').append(renderer.domElement);
var label = getLabel("Hello, World!");
scene.add(label);
var animate = function(){
requestAnimationFrame(animate);
renderer.render(scene, camera);
};
animate();
};
setup();
A few points:
1) canvas.width = "100%" should be canvas.width = "100" (canvas sizes are assumed to be px). Same with canvas.height.
2) $('body').height() is 0, so the renderer canvas is not visible (you can check this out in dev tools, it's in the element tree but squashed to 0px high). I know nothing about jQuery, so not sure why this is, but I would recommend using window.innerHeight and window.innerWidth instead anyways. So renderer.setSize(window.innerWidth, window.innerHeight). You'll also want to make this change in the camera initialization.
3) Speaking of the camera initialization, you are passing in width and height as separate arguments, when there should only be an aspect ratio argument. See the docs. So
var camera = new THREE.PerspectiveCamera(70, window.innerWidth, window.innerHeight, 1, 1000)
becomes
var camera = new THREE.PerspectiveCamera(70, window.innerWidth/window.innerHeight, 1, 1000)
4) Because textures are assumed to be static, you need to add something to this part:
var texture = new THREE.Texture(getPicture(message))
texture.needsUpdate = true // this signals that the texture has changed
That's a one-time flag, so you need to set it every time the canvas changes if you want a dynamic texture. You don't have to make a new THREE.Texture each time, just add texture.needsUpdate in the render loop (or in an event that only fires when you want the texture to change, if you're going for efficiency). See the docs, under .needsUpdate.
At this point, it should work. Here are some further things to consider:
5) Instead of using Texture you could use CanvasTexture, which sets .needsUpdate for you. The fiddle you posted is using Three.js r71, which doesn't have it, but newer versions do. That would look like this:
var texture = new THREE.CanvasTexture(getPicture(message));
// no needsUpdate necessary
6) It looks like you were on this path already based on the commented out return picture, but you can use either canvas element, or a data url generated from the canvas for a texture. If getPicture now returns a data url, try this:
var texture = new THREE.TextureLoader().load(getPicture(message))
You can also indirectly use a data url with Texture:
var img = document.createElement('img')
var img = new Image()
img.src = getPicture(message)
var texture = new THREE.Texture(img);
texture.needsUpdate = true
If not, just stick with Texture or CanvasTexture, both will take a canvas element. Texture can indirectly take a url by passing in an image element whose src is set to the data url.
Fiddle with the outlined fixes:
https://jsfiddle.net/jbjw/x0uL1kbh/

webgl transparency not working on some computers, why?

I am using Three JS to blend a video texture onto a canvas.
I'm trying to make it so that the background of the videotexture is transparent but what ends up happening is the video is only transparent on some computers and not all.
Below is a screenshot of what it looks like on a computer where it is not showing as transparent. (ironically this will appear transparent if your computer does not suffer this problem)
I am trying to figure out why this is. Here's what I've concluded:
This is not browser dependent as the problem occurs on different browsers.
This is not OS dependent. I've seen this problem sometimes on Mac and sometimes on Windows.
This is not monitor dependent because I switched monitors with my QA guy. My QA guy currently sees the transparent box. On my computer I don't. Switching monitors with my QA guy results in me using his monitor but not seeing the transparent box. He however still sees the transparent box despite using my monitor. Ergo, it isn't a monitor problem.
So the question is, what is happening here and what could be causing this transparency problem?
JS Fiddle code
function init() {
// create container, scenes and camera
THREE.ImageUtils.crossOrigin = true;
container = document.createElement('div');
container.className = "ThreeJSCanvas";
container.id = "ThreeJSCanvas";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(50, window.innerWidth / (window.innerHeight - 61), 1, 2000);
camera.position.z = 100;
cameraInterface = new THREE.PerspectiveCamera(50, window.innerWidth / (window.innerHeight - 61), 1, 2000);
cameraInterface.position = camera.position;
cameraInterface.position.z = 100;
sceneSprites = new THREE.Scene();
sceneSky = new THREE.Scene();
//renderer
renderer3D = new THREE.WebGLRenderer({
antialias: true,
preserveDrawingBuffer: true,
devicePixelRatio: 1
});
renderer3D.autoClear = false;
renderer3D.setSize(window.innerWidth, (window.innerHeight - 61));
container.appendChild(renderer3D.domElement);
// load background image
var loader = new THREE.OBJLoader();
loader.load('https://dl.dropboxusercontent.com/s/1cq5i4rio1iudwe/skyDome.obj', function (object) {
skyMesh = object;
var ss = THREE.ImageUtils.loadTexture('https://dl.dropboxusercontent.com/s/f7jeyl6cl03aelu/background.jpg');
var texture = new THREE.MeshBasicMaterial({
map: ss,
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
transparent: true,
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
opacity: 0.7
});
skyMesh.position.y = -80;
skyMesh.children[0].material = texture;
sceneSky.add(skyMesh);
});
createVideo();
animate()
}
function createVideo() {
video = document.getElementById( 'video' );
video.setAttribute('crossorigin', 'anonymous');
// Create Video Texture for THREE JS
var videoTexture = new THREE.VideoTexture(video);
videoTexture.minFilter = THREE.LinearFilter;
videoTexture.magFilter = THREE.LinearFilter;
videoTexture.format = THREE.RGBAFormat;
var materialConfig = new THREE.MeshBasicMaterial({
map: videoTexture,
color: 0xffffff,
blending: THREE.AdditiveBlending,
transparent: true,
opacity: 1,
depthTest: false
});
var geometry = new THREE.PlaneBufferGeometry(125, 125);
var mesh = new THREE.Mesh(geometry, materialConfig);
sceneSprites.add(mesh);
video.load();
video.play();
}
function animate() {
requestAnimationFrame(animate)
render()
}
function render() {
renderer3D.clear()
renderer3D.render(sceneSky, camera);
renderer3D.render(sceneSprites, cameraInterface);
}
init()
EDIT: ADDED JS FIDDLE, edited code to reflect JS Fiddle
https://jsfiddle.net/ytmbL69q/
Guessing it could be a graphic card issue depending on the pc being used.
Three.js is a library that is used on top of webgl for simplicity plus alot of other goodies..
In saying that, graphics cards play a huge role in webgl and how shaders display graphics, not all support everything and not all are universal.. Maybe hence your issue... what you can is firstly check your machines graphics, brand etc..They generally have a document giving info on each cards version of gsls support or look at writing your own shaders to accomadate...
"at this time I was not able to comment"

Need to render textures uploaded by user in input files with Canvas renderer three.js

I've loaded a Blender model using the three.js library and want to allow the users to change the texture of some faces through an input field in a form. I don't have any problem when I use the WebGLRenderer, and it works fine in Chrome, but it doesn't work with the canvas renderer when the texture coming from the input is in data:image... format. Seems if I load a full path image from the server it works fine. Does anybody know if there's a way to load textures this way and render them with the canvasrenderer?
Thank you.
I add here the code after I set the camera, lights and detect it the browswer detects webgl or not to use the WebGLRenderer or the CanvasRenderer.
First I load the model from blender:
var loader = new THREE.JSONLoader();
loader.load('assets/models/mimaquina9.js', function (geometry, mat) {
//I set the overdraw property to 1 for each material like i show here for 16
mat[16].overdraw = 1;
mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(mat) );
mesh.scale.x = 5;
mesh.scale.y = 5;
mesh.scale.z = 5;
scene.add(mesh);
}, 'assets/images');
render();
//To render, I try to make an animation in case WebGL is available and just render one frame in case of using the canvas renderer.
function render() {
if(webgl){
if (mesh) {
mesh.rotation.y += 0.02;
}
// render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
else if(canvas){
camera.position.x = 30;
camera.position.y = 20;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(0, 10, 0));
setTimeout(function (){
//something you want delayed
webGLRenderer.render(scene, camera);
}, 1000);
}
}
$('#datafile').change(function(e)
{
e.preventDefault();
var f = e.target.files[0];
if(f && window.FileReader)
{
var reader = new FileReader();
reader.onload = function(evt) {
console.log(evt);
mesh.material.materials[16].map = THREE.ImageUtils.loadTexture(evt.target.result);
if(canvas && !webgl){
//I read that might be a problem of using Lambert materials, so I tried this commented line without success
//mesh.material.materials[16] = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture(evt.target.result)});
//If I uncomment the next line, it displays the texture fine when rendering after.
//mesh.material.materials[16].map = THREE.ImageUtils.loadTexture("assets/images/foto.jpg");
render();
}
}
reader.readAsDataURL(f);
}
});
Thanks once more.
evt.target.result is a DataURL so you should assign that to a image.src. Something like this should work:
var image = document.createElement( 'img' );
image.src = evt.target.result;
mesh.material.materials[16].map = new THREE.Texture( image );

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