I am creating some table model in blender and applied texture using UV mapping and exported using GLTF. And when I use the gltf loader and load the object and add to scene it works fine.
Code:
var container, scene, camera, renderer, controls, stats;
var Table;
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(2,2,5);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'webgl' );
container.appendChild( renderer.domElement );
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// EVENTS
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff,1);
light.position.set(-2,3,-3);
scene.add(light);
var ambient = new THREE.AmbientLight( 0xffffff, 3.9);
scene.add( ambient );
var loader = new THREE.GLTFLoader();
loader.load( './Model/table.glb',
function ( gltf ) {
gltf.scene.traverse( function ( node ) {
if(node.isMesh ){
if(node.name==="Table"){
Table = node;
}
}
});
scene.add(gltf.scene);
});
},
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
function ( error ) {
console.log( 'An error happened---' +error);
}
);
Model: Please see the model here https://github.com/SourceCodeZone/Model/blob/master/table.glb
And the problem came when I try to change the model from threejs side,
I used below code
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "./Texture/table/Table-map-new.png", function ( map ) {
Table.material.map = map;
Table.material.needsUpdate = true;
});
And the texture I used is the same texture which I used in blender but with different colour
The result seems not aligned texture, what could be the problem.