I'm successfully drawing a cube with rounded corners by using the THREE.Shape
object:
var shape = new THREE.Shape();
x = width/2;
y = height/2;
shape.moveTo(x - radius, y);
//*** Top right
x = -width/2;
y = height/2;
shape.lineTo(x + radius, y);
if (tr) shape.quadraticCurveTo(x, y, x, y - radius);
else shape.lineTo(x, y);
//*** Bottom right
x = -width/2;
y = -height/2;
shape.lineTo(x, y + radius);
if (br) shape.quadraticCurveTo(x, y, x + radius, y);
else shape.lineTo(x, y);
//*** Bottom left
x = width/2;
y = -height/2;
shape.lineTo(x - radius, y);
if (bl) shape.quadraticCurveTo(x, y, x, y + radius);
else shape.lineTo(x, y);
//*** Top left
x = width/2;
y = height/2;
shape.lineTo(x, y - radius);
if (tl) shape.quadraticCurveTo(x, y, x - radius, y);
else shape.lineTo(x, y);
var extrude = this.shape.extrude({amount: extr || 0, bevelEnabled: false});
this.mesh = new THREE.Mesh(extrude, mat);
The issue is that I need to treat this mesh as you would with a CubeGeometry
and texture it with a bitmap (and eventually video) texture. The current result is the front face of the cube is split into four equal segments, each a single color from what does appear to be pixel data from the bitmap. In this instance, I am only concerned with the front face of the cube.