ObjLoader should now support textures correctly
This commit is contained in:
1
js/prototype/Previewer.js
vendored
1
js/prototype/Previewer.js
vendored
@@ -83,7 +83,6 @@ Previewer.prototype.clear = function() {
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if (this.clearNeeded) {
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this.domElement.width = this.domElement.width;
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this.clearNeeded = false;
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console.log("Clear");
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}
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}
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23
js/prototype/initScene.js
vendored
23
js/prototype/initScene.js
vendored
@@ -34,6 +34,7 @@ function initPeachCastle(scene, collidableObjects, loader, static_path) {
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static_path + 'data/castle/princess peaches castle (outside).obj',
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static_path + 'data/castle/princess peaches castle (outside).mtl',
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function ( object ) {
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glob = object;
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object.up = new THREE.Vector3(0,0,1);
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scene.add(object);
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collidableObjects.push(object);
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@@ -249,6 +250,27 @@ function createPeachCameras(width, height) {
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}
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function initBobombScene(scene, collidableObjects, loader, static_path) {
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// var loader = new THREE.MTLLoader('/static/data/bobomb/');
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// loader.load('/static/data/bobomb/bobomb battlefeild.mtl', function(materialCreator) {
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// materialCreator.preload();
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// var mesh = ProgressiveLoader('static/data/bobomb/bobomb battlefeild.obj', scene, materialCreator, [
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// 'Material.071_574B138E_c.bmp',
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// 'Material.070_41A41EE3_c.bmp'
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// ]);
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// // object.position.z -= 10.9;
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// // object.position.y += 0.555;
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// // object.position.x += 3.23;
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// var theta = 0.27;
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// mesh.rotation.y = Math.PI - theta;
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// mesh.up = new THREE.Vector3(0,0,1);
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// collidableObjects.push(mesh);
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// });
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// Create loader if not already done
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if (loader === undefined) {
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loader = new THREE.OBJMTLLoader();
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@@ -763,7 +785,6 @@ function initSponzaScene(scene, collidableObjects, loader, static_path) {
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if ( xhr.lengthComputable ) {
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var percentComplete = xhr.loaded / xhr.total * 100;
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console.log( Math.round(percentComplete, 2) + '% downloaded' );
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console.log(xhr);
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}
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};
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4
js/prototype/main.js
vendored
4
js/prototype/main.js
vendored
@@ -79,9 +79,9 @@ function init() {
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// Initialize pointer camera
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var camera1 = new PointerCamera(50, container_size.width() / container_size.height(), 0.1, 100000, renderer, container);
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cameras = initMainScene(camera1, scene, static_path, coins);
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// cameras = initMainScene(camera1, scene, static_path, coins);
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// cameras = initPeach(camera1, scene, static_path, coins);
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// cameras = initBobomb(camera1, scene, static_path, coins);
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cameras = initBobomb(camera1, scene, static_path, coins);
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// cameras = initWhomp(camera1, scene, static_path, coins);
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// cameras = initMountain(camera1, scene, static_path, coins);
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// cameras = initSponza(camera1, scene, static_path, coins);
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