I'm new to three.js and need to make a project for school. For this project I need a texture on my cube. But the screen stays black.. and there are no console errors! I did everything I can so this is kinda my last change haha.
My code:
<script src="js/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 material = new THREE.MeshLambertMaterial({
map: THREE.ImageUtils.loadTexture('images/crate2.jpg')
})
// =
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var render = function () {
requestAnimationFrame( render );
cube.rotation.x += 0.1;
cube.rotation.y += 0.05;
renderer.render(scene, camera);
};
render();
</script>
You do not have a light in your scene.
Adding one like below should work
// Create ambient light and add to scene.
var light = new THREE.AmbientLight(0xffffff); // white light
scene.add(light);
I would add a link to a js fiddle but it seems they have changed and I can not longer find where to get the link.
Anyway, just ad some sort of light.
Perhaps adding a light would help? That or try using THREE.MeshBasicMaterial
Related
I am trying to make an 3d sphere, which holds some object on surface. I am new to using three js.
Any help, Below is my code for creating sphere.
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 );
//controls = new THREE.OrbitControls( camera, renderer.domElement );
const sphere = new THREE.SphereBufferGeometry();
var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var material = new THREE.MeshBasicMaterial( {color: '#7bb2ed', wireframe:true} );
var earthmesh = new THREE.Mesh(geometry, material);
// scene.add(earthmesh);
camera.position.z = 10;
const animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
For your use case, I would start from the (awesome) demo here --from mrdoob-- and the corresponding code on GitHub here.
Note the "SPHERE" button at the bottom of the demo.
I want to use the build version of three.js (https://threejs.org/build/three.js) for a project.
I was using an old one version of the library and everything was fine and my mesh (loaded form a .json file) appeared normally.
Here's my code :
var renderer, scene, camera, mesh, material;
initMesh();
function initMesh() {
var controls;
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set(0,500,700);
camera.up = new THREE.Vector3(0,0,0);
camera.lookAt(new THREE.Vector3(0,0,0));
scene = new THREE.Scene();
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var loader = new THREE.JSONLoader();
loader.load('test.json', function(geometry) {
material = new THREE.MeshBasicMaterial({ color: 0x00ff84, wireframe: true, wireframeLinewidth: 3 });
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
render();
});
}
var render = function () {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
Here is what I got when using old one library.
I don't see what I miss ? Any idea ? Thank you.
I tried with your example
Removing this line fixed the issue: camera.up = new THREE.Vector3(0,0,0);
I want to render a still image of a rotated cube. The following shows the cube, but it is not rotated. If I call that last line renderer.render(scene, camera); twice in a row, it renders the rotated cube as I would expect with only a single call. Can someone explain this to me? Seems odd I would have to do this to render a static 3D scene.
/* globals THREE, window, document */
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.z = 5;
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshBasicMaterial({
color: 'red'
});
var cube = new THREE.Mesh( geometry, material );
cube.rotation.x = 40 * Math.PI/180;
cube.rotation.y = 40 * Math.PI/180;
cube.position.z = 1;
var box = new THREE.BoxHelper(cube);
scene.add( cube );
scene.add( box );
renderer.render(scene, camera);
Adding the the cube to the scene after the box solves the issue.
scene.add( box );
scene.add( cube );
jsfiddle
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.CubeGeometry(100,100,100);
var material = new THREE.MeshBasicMaterial({
color: 'red'
});
var cube = new THREE.Mesh( geometry, material );
cube.rotation.x = 40 * Math.PI/180;
cube.rotation.y = 40 * Math.PI/180;
cube.position.z = 1;
var box = new THREE.BoxHelper(cube);
scene.add( box );
scene.add( cube );
renderer.render(scene, camera);
I'm just beginning to experiment with THREE.js. I'm trying different combinations of renderers and cameras.
I can render a simple animation using the WebGLRenderer and the OrthographicCamera or the CanvasRenderer and the PerspectiveCamera. But if I use the CanvasRenderer with the OrthographicCamera I don't see any image rendered.
Should the CanvasRenderer work with the OrthographicCamera? Fiddles that work are here:
http://jsfiddle.net/PXxLq/ - WebGL/Orthographic - OK
http://jsfiddle.net/fXsKq/ - Canvas/Perspective - OK
This is the code that fails:
<html>
<head>
<script src="https://raw.github.com/mrdoob/three.js/master/build/three.js"></script>
</head>
<body>
<script>
SCREEN_WIDTH = 200;
SCREEN_HEIGHT = 200;
var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 1, FAR = 1000;
var scene = new THREE.Scene();
// PerspectiveCamera good with CanvasRenderer
//var camera = new THREE.PerspectiveCamera(75, ASPECT, NEAR, FAR);
var camera = new THREE.OrthographicCamera( -SCREEN_WIDTH / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, -SCREEN_HEIGHT / 2, NEAR, FAR );
var renderer = new THREE.CanvasRenderer();
// WebGLRenderer good with OrthographicCamera
//var renderer = new THREE.WebGLRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.CubeGeometry(50,50,50);
var material = new THREE.MeshBasicMaterial({color: 0x000000, wireframe: true });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 100;
function render() {
requestAnimationFrame(render);
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
render();
</script>
</body>
</html>
For CanvasRenderer, when using OrthographicCamera, the near plane must be negative.
This appears to be a bug.
EDIT: This bug has been fixed. The near plane should always be positive now.
three.js r.55
Reference : WebGLRenderer() & PerspectiveCamera()
List item
<script src="build/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 material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var render = function () {
requestAnimationFrame( render );
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
};
render();
</script>
I'm trying add subdivisions to a sphere like this:
http://stemkoski.github.com/Three.js/Subdivision-Cube.html
Here's my code: http://jsfiddle.net/mdrorum/HvFLw/
<script src="http://mrdoob.github.com/three.js/build/three.js"></script>
<script type="text/javascript">
var camera, scene, renderer;
var geometry, material, mesh;
var smooth, subdiv, modifier;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
geometry = new THREE.SphereGeometry( 200 );
material = new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var smooth = mesh.clone();
var subdiv = 3;
var modifier = new THREE.SubdivisionModifier( subdiv );
//modifier.modify( smooth );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
</script>
This works fine, but uncomment: //modifier.modify( smooth );
Nothing happens. :(
How I can add subdivisions?
Here you can find a good tutorial with a working demo. Citing the author:
// First we want to clone our original geometry.
// Just in case we want to get the low poly version back.
var smooth = THREE.GeometryUtils.clone( geometry );
// Next, we need to merge vertices to clean up any unwanted vertex.
smooth.mergeVertices();
// Create a new instance of the modifier and pass the number of divisions.
var divisions = 3;
var modifier = new THREE.SubdivisionModifier(divisions);
// Apply the modifier to our cloned geometry.
modifier.modify( smooth );
// Finally, add our new detailed geometry to a mesh object and add it to our scene.
var mesh = new THREE.Mesh( smooth, new THREE.MeshPhongMaterial( { color: 0x222222 } ) );
scene.add( mesh );
You are trying to modify a mesh. You need to modify a geometry.
modifier.modify( geometry );