Reputation: 137
I want to load a GLB 3D model with threejs but it doesn't work anymore. I follow the steps in the documentation but I'm stuck.
import * as THREE from './node_modules/three/src/Three.js';
import { GLTFLoader } from './node_modules/three/examples/jsm/loaders/GLTFLoader.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const loader = new GLTFLoader();
loader.load( './cargo-ship/source/cargo_ship.glb', function ( gltf ) {
scene.add( gltf.scene );
console.log('test');
}, undefined, function ( error ) {
console.error( error );
} );
renderer.render(scene, camera);
This is what my browser render
Upvotes: 5
Views: 5669
Reputation: 31026
Try this:
You render your scene only once. Unfortunately, you do this before the asset is added to your scene. Hence, move the line renderer.render(scene, camera);
into your onLoad()
callback.
Try to move the camera a bit away from the origin. Depending on the size of your model, you might want to increase the following values.
camera.position.set( 0, 0, 10 );
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444, 0.4 );
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
dirLight.position.set( - 3, 10, - 10 );
scene.add( dirLight );
renderer.outputEncoding = THREE.sRGBEncoding;
Upvotes: 5