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Save MAKIO135/eab7b74e85ed2be48eeb to your computer and use it in GitHub Desktop.
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>JS Bin</title> | |
</head> | |
<body style="background:#fff;"> | |
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r68/three.min.js"></script> | |
<canvas id="canvas"></canvas> | |
<script id="jsbin-javascript"> | |
var width = window.innerWidth, height = window.innerHeight / 2; | |
var size = 256; | |
var canvas = document.getElementById('canvas'), | |
ctx = canvas.getContext('2d'); | |
var camera, scene, renderer, geometry, texture, mesh; | |
function changeCanvas() { | |
ctx.font = '20pt Arial'; | |
ctx.fillStyle = 'red'; | |
ctx.fillRect(0, 0, canvas.width, canvas.height); | |
ctx.fillStyle = 'white'; | |
ctx.fillRect(10, 10, canvas.width - 20, canvas.height - 20); | |
ctx.fillStyle = 'black'; | |
ctx.textAlign = "center"; | |
ctx.textBaseline = "middle"; | |
ctx.fillText(new Date().getTime(), canvas.width / 2, canvas.height / 2); | |
} | |
function init() { | |
renderer = new THREE.WebGLRenderer(); | |
renderer.setSize(width, height); | |
document.body.appendChild(renderer.domElement); | |
scene = new THREE.Scene(); | |
camera = new THREE.PerspectiveCamera(70, width / height, 1, 1000); | |
camera.position.z = 500; | |
scene.add(camera); | |
texture = new THREE.Texture(canvas); | |
var material = new THREE.MeshBasicMaterial({ map: texture }); | |
geometry = new THREE.BoxGeometry( 200, 200, 200 ); | |
mesh = new THREE.Mesh( geometry, material ); | |
scene.add( mesh ); | |
canvas.width = canvas.height = size; | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
changeCanvas(); | |
texture.needsUpdate = true; | |
mesh.rotation.y += 0.01; | |
renderer.render(scene, camera); | |
} | |
init(); | |
animate(); | |
</script> | |
</body> | |
</html> |
@cosmo-naut Have a look at THREE.Material.alphaTest
Appreciated your help 👍
Thanks, going to give this a shot. CSS3D is way too buggy for displaying 2d elements in the 3d space.
Try to use existed canvas as texture for object according this example, but have error about I think CORS but all source in one server maybe something other ..?
Here is example:
enter code herehttps://jsfiddle.net/denis_miroshnikov_ts/srm4oLq1/21/
Just press Red btn and look err at console :
FFox "THREE.WebGLState: DOMException: "The operation is insecure"
Chrome "THREE.WebGLState: DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': Tainted canvases may not be loaded."
@DenisKS: This is probably because you rendered a picture from a different URL onto your canvas and then tried to use said canvas as a texture, right?
This is prohibited for XSS reasons. If you replace the image code with either an image from your own server or no image at all, you should not have this error any longer.
Fails if canvas is 8192x4096, far less than the max texture and framebuffer sizes for me, any ideas?
Awesome, this should be in the three.js documentation as an example of a canvasTexture, and even how to apply a texture. The documentation is vague on this subject
My canvas square is black when applied as a texture, even though a newly created canvas should be transparent. Is there way to make textures support this transparency?