Reputation: 143
Im trying to add img to the background of 3d webgl canvas app but for some reason its not working, what did I miss? I think I have all the required initialize steps.
initBkgnd();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
function tick() {
requestAnimFrame(tick);
drawScene();
initBkgnd();
animate();
}
function initBkgnd() {
backTex = gl.createTexture();
backTex.Img = new Image();
backTex.Img.onload = function() {
handleBkTex(backTex);
}
backTex.Img.src = "textures/stars.jpg";
}
function handleBkTex(tex) {
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex.Img);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}
Upvotes: 3
Views: 4965
Reputation: 143
ok, I got it. here is the answer, change:
initBkgnd();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
to
gl.clearColor(0.0, 0.0, 0.0, 0.0);
initBkgnd();
and add to canvas element sytle:
<canvas id="myCanvas" style="background: url('textures/stars.jpg')" width="1400" height="800"></canvas>
Upvotes: 1