I want to rotate a texture appearing on one face of a cube, with Three.js.
As this cube is created multiple times with different textures, I use a function which create the material and the mesh, with a texture parameter.
However I need this texture to be rotated by 90°, and I found that the best way would be to create a canvas, put the texture in, rotate it and use this canvas as the mesh texture. I tried to achieve this with this code : Three.js Rotate Texture, but unfortunately I always get a black texture.
Here is my function :
function createCube(pos, texture) {
var img = new Image();
img.src = texture;
var imgWidth = imgHeight = img.width;
var mapCanvas = document.createElement( 'canvas' );
mapCanvas.width = mapCanvas.height = img.width;
// document.body.appendChild( mapCanvas );
var ctx = mapCanvas.getContext( '2d' );
ctx.translate( imgWidth / 2, imgHeight / 2 );
ctx.rotate( Math.PI / 2 );
ctx.translate( -imgWidth / 2, -imgHeight / 2 );
ctx.drawImage( img, 0, 0, imgWidth, imgHeight );
var texture = new THREE.Texture( mapCanvas );
texture.needsUpdate = true;
var materials = [
//Left side (posx)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Right side (negx)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Top side (posy)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Bottom side (negy)
new THREE.MeshLambertMaterial({
color: 0xffffff,
map: texture
}),
//Front side (posz)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
}),
//Back side (negz)
new THREE.MeshLambertMaterial({
color: 0x1a0e05
})
];
cube = new THREE.Mesh(new THREE.CubeGeometry(100, 2, 100, 1, 1, 1), new THREE.MeshFaceMaterial(materials));
...
return cube;
}
Maybe that could be due to the texture not yet loaded when appended to the canvas ?
I removed the img.onLoad
(from Three.js Rotate Texture) because I didn't know how to use this callback inside a multiple times called function...
Moreover this function as to return the mesh, can I do that using an extern .onLoad
function ?
Thanks !