I just updated to the latest version of three.js, and THREE.ImageUtils.loadTexture doesn't work anymore. So i searched for cubes with different faces but they all use the old technique " new THREE.ImageUtils.loadTexture". I tried making one with "new THREE.TextureLoader.load(' texture1.png ')". This is what i have:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - cube</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="library/threejs/build/three.js"></script>
<script>
var camera, scene, renderer;
var head;
var loader = new THREE.TextureLoader();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
materials = [
new THREE.TextureLoader().load( 'textures/mob/zombie/zombie_headfront.png' ),
new THREE.TextureLoader().load( 'textures/mob/zombie/zombie_headback.png' ),
new THREE.TextureLoader().load( 'textures/mob/zombie/zombie_headleft.png' ),
new THREE.TextureLoader().load( 'textures/mob/zombie/zombie_headright.png' ),
new THREE.TextureLoader().load( 'textures/mob/zombie/zombie_headup.png' ),
new THREE.TextureLoader().load( 'textures/mob/zombie/zombie_headdown.png' )];
head = new THREE.Mesh(
new THREE.BoxBufferGeometry(80, 80, 80, 1, 1, 1, materials),
new THREE.MeshBasicMaterial({ map: materials })
);
scene.add( head );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
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 );
head.rotation.x += 0.005;
head.rotation.y += 0.01;
renderer.render( scene, camera );
}
</script>
</body>
</html>
but i'm getting the error:
TypeError: offset is undefined
and
THREE.WebGLShader: Shader couldn't compile
and also
THREE.WebGLShader: gl.getShaderInfoLog() fragment ERROR: 0:238:
'mapTexelToLinear' : no matching overloaded function found
So if you know how to fix this or just know how to make a cube with 6 different sides that would be awesome! thanks!
THREE.js has an undocumented material, THREE.MeshFaceMaterial
which has been deprecated for a while now but still works in r81.
// Make an array of six regular materials
var materials = [
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("https://i.imgur.com/8B1rYNY.png")}),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("https://i.imgur.com/8w6LAV6.png")}),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("https://i.imgur.com/aVCY4ne.png")}),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("https://i.imgur.com/tYOW02D.png")}),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("https://i.imgur.com/nVAIICM.png")}),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("https://i.imgur.com/EDr3ed3.png")})
];
var geometry = new THREE.BoxBufferGeometry(200, 200, 200);
// Use THREE.MeshFaceMaterial for the cube, using the array as the parameter
mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
Apparently the way this works internally is by creating a THREE.BufferGeometry
plane for each face of the cube and applying each material to a face (mrdoob himself). In other words, if this method stops working your alternative is to manually make a cube out of 6 planes, make them children of a null object so you can treat them as a single cube, and then apply your materials to each plane separately.
If you don't need to dynamically determine the cube faces at runtime and can "bake" them into a texture, a technically better (but more difficult) option is to use UV mapping.