Reputation: 13
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.
Upvotes: 0
Views: 866
Reputation: 19602
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 );
Upvotes: 1