i have export of .obj files , corresponding .mtl files. textures in .tga format in same folder.
here code use load .obj:
function addcar(modelpath, modelname) { var mtlloader = new three.mtlloader(); mtlloader.setpath(modelpath); (var = 0; <= 2; i++) { loadobject(mtlloader, modelpath, modelname, i); } } function loadobject(loader, path, name, i) { var objectname = name + + '.obj'; loader.load(name + + '.mtl', function (materials) { materials.preload(); var objloader = new three.objloader(); objloader.setmaterials(materials); objloader.setpath(path); objloader.load(objectname, function (object) { scene.add(object); }, function (xhr) { onprogress(xhr, objectname) }, onerror); }); } the car loaded, not textures. appears white, , there no error in console. tried add
mtlloader.settexturepath(modelpath); but didn't change anything.
i tried add
three.loader.handlers.add( /\.tga$/i, new three.tgaloader() ); before call addcar function. when that, warning appears in console, texture still doesn't appear. 
in examples saw, textures loaded automatically when using objloader , mtlloader, didn't example using objloader , mtlloader tga textures. i'm wondering if there worked.
any appreciated.
ps: files (.obj, .mtl , .tga) exported 3d max).
you'll have use tgaloader load .tga files. can find here.
see webgl_materials_texture_tga source example.
is there reason why using .tga texture instead of .png? purposes give identical results, , .png smaller , can natively decoded browser you'll better performance.
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