![]() Vector array to hold where UV will be placed // ![]() Geometry = new THREE.BoxGeometry( 50, 50, 50 ) geometry2 = new THREE.BoxGeometry( 50, 50, 50 ) tSize( window.innerWidth, 100 ) ĭ( renderer.domElement ) Ĭamera = new THREE.OrthographicCamera( window.innerWidth / - 2, Var material= var rotation=0 init() animate() function init() Scene, camera, renderer var geometry, material var modarray= Just replace the loaded texture with a local texture cut and paste into notepad and save as html file and your good to go. Here is the solution by changing the UV of the backface. This solved the problem of the back face being oriented incorrectly and also as a result of UV mapping I am now able to put textures on irregular faces to like pyramids etc. ![]() The way i got around this was to place the textures on the cube per face and then alter the UV mapping of the back face. I think I had the same problem as you with regards to texturing a cube.Īs I understand it all surfaces come out correct orientation except the backside.
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