I am trying to create a Cube in Three.js with a different image as texture on each face of the cube.
How can I hide the edges/vertices of the mesh?
Code:
var container, camera, scene, renderer, cube;
init();
animate();
function init(){
container = document.getElementById('container');
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.y = 150;
camera.position.z = 500;
scene.add( camera );
var materials = [];
for ( var i = 0; i < 6; i ++ ) {
materials.push( new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/' + i + '.png') } ) );
}
cube = new THREE.Mesh( new THREE.CubeGeometry( 200, 200, 200, 5,5,5, materials ), new THREE.MeshFaceMaterial() );
cube.position.y = 150;
scene.add( cube );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight);
container.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render(){
cube.rotation.y += 0.005;
renderer.render( scene, camera );
}
overdraw: true
in the for loop, it doesn’t show the edges anymore. When I do not subdivide the mesh as EliSherer suggested, the faces of the cube shift in a strange way. See github.com/mrdoob/three.js/issues/659 – gang