I have a big problem with three.js:
I want a simple cube with a different color on each face. I have tried this way:
// set the scene size
var WIDTH = jQuery('#showcase').width() - 20, HEIGHT = jQuery('#showcase').height();
// set some camera attributes
var VIEW_ANGLE = 45, ASPECT = WIDTH / HEIGHT, NEAR = 0.1, FAR = 10000000;
this.container = jQuery('#showcase');
this.renderer = new THREE.WebGLRenderer();
this.camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
this.scene = new THREE.Scene();
this.scene.add(this.camera);
// camera start position
this.camera.position.z = this.model.radius;
this.camera.position.y = this.model.cameraY;
this.camera.position.x = 0;
this.camera.lookAt(this.scene.position);
this.renderer.setSize(WIDTH, HEIGHT);
this.container.append(this.renderer.domElement);
//Multiple Colors
var materials = [new THREE.MeshBasicMaterial({
color : 0xFF0000
}), new THREE.MeshBasicMaterial({
color : 0x00FF00
}), new THREE.MeshBasicMaterial({
color : 0x0000FF
}), new THREE.MeshBasicMaterial({
color : 0xAA0000
}), new THREE.MeshBasicMaterial({
color : 0x00AA00
}), new THREE.MeshBasicMaterial({
color : 0x0000AA
})];
this.geometry = new THREE.CubeGeometry(100, 100, 100, materials);
this.mesh = new THREE.Mesh(this.geometry, new THREE.MeshFaceMaterial());
this.scene.add(this.mesh);
// create a point light
this.pointLight = new THREE.PointLight(0xFFFFFF);
this.pointLight.position = this.scene.position;
this.scene.add(this.pointLight);
this.renderer.render(this.scene, this.camera);
But I get this error message: "Uncaught TypeError: Cannot read property 'map' of undefined" from line 19152 in three.js.
To me it seems to be a problem of the webgl renderer. In most topics I have found here and somewhere else, they were using the canvas renderer. But I want to stay with the webgl renderer.
Does anyone know something about this problem? Thanks a lot:-)
I have a big problem with three.js:
I want a simple cube with a different color on each face. I have tried this way:
// set the scene size
var WIDTH = jQuery('#showcase').width() - 20, HEIGHT = jQuery('#showcase').height();
// set some camera attributes
var VIEW_ANGLE = 45, ASPECT = WIDTH / HEIGHT, NEAR = 0.1, FAR = 10000000;
this.container = jQuery('#showcase');
this.renderer = new THREE.WebGLRenderer();
this.camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
this.scene = new THREE.Scene();
this.scene.add(this.camera);
// camera start position
this.camera.position.z = this.model.radius;
this.camera.position.y = this.model.cameraY;
this.camera.position.x = 0;
this.camera.lookAt(this.scene.position);
this.renderer.setSize(WIDTH, HEIGHT);
this.container.append(this.renderer.domElement);
//Multiple Colors
var materials = [new THREE.MeshBasicMaterial({
color : 0xFF0000
}), new THREE.MeshBasicMaterial({
color : 0x00FF00
}), new THREE.MeshBasicMaterial({
color : 0x0000FF
}), new THREE.MeshBasicMaterial({
color : 0xAA0000
}), new THREE.MeshBasicMaterial({
color : 0x00AA00
}), new THREE.MeshBasicMaterial({
color : 0x0000AA
})];
this.geometry = new THREE.CubeGeometry(100, 100, 100, materials);
this.mesh = new THREE.Mesh(this.geometry, new THREE.MeshFaceMaterial());
this.scene.add(this.mesh);
// create a point light
this.pointLight = new THREE.PointLight(0xFFFFFF);
this.pointLight.position = this.scene.position;
this.scene.add(this.pointLight);
this.renderer.render(this.scene, this.camera);
But I get this error message: "Uncaught TypeError: Cannot read property 'map' of undefined" from line 19152 in three.js.
To me it seems to be a problem of the webgl renderer. In most topics I have found here and somewhere else, they were using the canvas renderer. But I want to stay with the webgl renderer.
Does anyone know something about this problem? Thanks a lot:-)
Share Improve this question edited Apr 2, 2013 at 9:04 foxxero 9082 gold badges12 silver badges18 bronze badges asked Apr 2, 2013 at 8:30 user2235189user2235189 851 gold badge1 silver badge5 bronze badges 1- You can find you answer at stackoverflow./questions/13922130/… – gaitat Commented Apr 2, 2013 at 8:53
3 Answers
Reset to default 9Try this
this.geometry = new THREE.CubeGeometry(100, 100, 100);
this.mesh = new THREE.Mesh(this.geometry, new THREE.MeshFaceMaterial(materials));
maybe try to work with an array.
With three.js 49 (dont of if it works with 57) i used this code for a skybox with different materials:
var axes = new THREE.AxisHelper();
scene.add( axes );
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/himmel.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/himmel.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/himmel.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/himmel.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/himmel.jpg' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/himmel.jpg' ) }));
var skyboxGeom = new THREE.CubeGeometry( 5000, 5000, 5000, 1, 1, 1, materialArray );
var skybox = new THREE.Mesh( skyboxGeom, new THREE.MeshFaceMaterial() );
skybox.flipSided = true;
scene.add( skybox );
Try this also, applying the vertexcolors.
var geom = new THREE.BoxGeometry(20, 20, 20);
var faceIndices = ['a', 'b', 'c'];
var vertexIndex, point;
mat = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors
});
mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);
geom.faces.forEach(function (face) { // loop through faces
for (var i = 0; i < 3; i++) {
vertexIndex = face[ faceIndices];
point = geom.vertices[vertexIndex];
color = new THREE.Color(
point.x + 0.5,
point.y + 0.5,
point.z + 0.5
);
face.vertexColors[ i ] = [![the output will be as in the attached picture][1]][1]color;
}
});