I am simply trying to get a material on a mesh that I exported from blender. The mesh shows up no problem when I use the JSONLoader, but I cant get the material I exported. I looked everywhere for an answer but no luck. Here is my code:
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 10;
camera.position.y = 3;
scene = new THREE.Scene();
loader = new THREE.JSONLoader(true);
var texture = THREE.ImageUtils.loadTexture( 'bear_diffuse1.png' );
var material = new THREE.MeshBasicMaterial({map: texture});
loader.load( "bear_MODEL.js", createMesh, '' );
}
function createMesh(geometry, materials){
mesh = new THREE.Mesh(geometry, THREE.MeshFaceMaterial(materials));
mesh.scale.set( 5, 5, 5 );
scene.add( mesh );
camera.lookAt(mesh.position);
}
this just makes my model a random color. I have also tried:
mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
for creating the mesh, but this gives me a webgl error:
.WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
Am have been looking for an answer but everyone seems to be suggesting these options and none of them are working. Here are the materials that were exported from blender
"materials" : [ {
"DbgColor" : 15658734,
"DbgIndex" : 0,
"DbgName" : "Material.001",
"blending" : "NormalBlending",
"colorAmbient" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
"colorDiffuse" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
"colorSpecular" : [0.0, 0.0, 0.0],
"depthTest" : true,
"depthWrite" : true,
"mapDiffuse" : "bear_diffuse1.png",
"mapDiffuseWrap" : ["repeat", "repeat"],
"shading" : "Basic",
"specularCoef" : 50,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
},
{
"DbgColor" : 15597568,
"DbgIndex" : 1,
"DbgName" : "Material.001",
"blending" : "NormalBlending",
"colorAmbient" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
"colorDiffuse" : [0.3838607966899872, 0.3780101239681244, 0.4000000059604645],
"colorSpecular" : [0.0, 0.0, 0.0],
"depthTest" : true,
"depthWrite" : true,
"mapDiffuse" : "bear_diffuse1.png",
"mapDiffuseWrap" : ["repeat", "repeat"],
"shading" : "Basic",
"specularCoef" : 50,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
},
Not sure where to go from here or what I am doing wrong. EDIT I Removed the texture from the material and it worked fine. Anyone know how to make the texture not throw a webGL error?