I want to add images to one face of a cube, possibly using a 2d canvas element as the face texture. Here is my code, but I can't get the result I want. The face using the canvas as a texture is blank, the other faces use a THREE.ImageUtils.loadTexture and they're fine.
var renderer, camera, scene;
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
var image0 = new Image();
var image1 = new Image();
image0.onload = function() {
context.drawImage(image0, 0, 0);
};
image0.src = 'textures/nx.jpg';
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
init();
animate();
function init(){
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial( { map: texture }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/ny.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/nz.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/px.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/py.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/pz.jpg' ) }));
var geometry = new THREE.CubeGeometry( 400, 400, 400 );
var DiceBlueMaterial = new THREE.MeshFaceMaterial(materialArray);
mesh = new THREE.Mesh( geometry, DiceBlueMaterial);
scene.add( mesh );
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 );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
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