Using textures in materials
There are different ways textures are used in Three.js. You can use them to define the colors of the mesh, but you can also use them to define shininess, bumps, and reflections. The first example we look at, though, is the most basic approach, where we use a texture to define the colors of the individual pixels of a mesh.
Loading a texture and applying it to a mesh
The most basic usage of a texture is when it's set as a map on a material. When you use this material to create a mesh, the mesh will be colored based on the supplied texture.
Loading a texture and using it on a mesh can be done in the following manner:
function createMesh(geom, imageFile) { var texture = THREE.ImageUtils.loadTexture("../assets/textures/general/" + imageFile) var mat = new THREE.MeshPhongMaterial(); mat.map = texture; var mesh = new THREE.Mesh(geom, mat); return mesh; }
In this code sample, we use the THREE.ImageUtils.loadTexture
function to load an image file...