I tried to load a collada file (exported from Blender) into a three.js scene and then replace the material with a ShaderMaterial.
Since there is only one object in this collada file it is located at collada.scene.children[0] so I tried to change the material property to a newly created one. I can easily replace the material with a wireframe or even a textured StandardPhongMaterial, but as soon as I add a ShaderMaterial the model only shows up in black without any lighting or texturing.
The material setup is as follows:
materials[0] = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "color.png" );
uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "normal.png" );
uniforms[ "tSpecular" ].texture = THREE.ImageUtils.loadTexture( "spec.png" );
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "enableSpecular" ].value = true;
materials[1] = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
lights: true
});
var basicTexture = THREE.ImageUtils.loadTexture( "color.png ")
materials[2] = new THREE.MeshPhongMaterial( { map: basicTexture });
On Model load I add the ShaderMaterial to the model before adding it to the scene so that all necessary attributes are available:
loader.load('model.dae', function(collada) {
model = collada.scene;
model.scale.x = model.scale.y = model.scale.z = 50;
model.rotation.y = 180;
model.updateMatrix();
model.children[0].material = materials[1];
model.children[0].geometry.computeTangents();
scene.add(model);
});
The full source code is available here: http://rainbowrangers.de/normalmap/
How do I fix this?