The black screen happens within this script:
var renderer;
var scene;
var camera;
var mesh;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById('container').appendChild(renderer.domElement);
//Scene init
scene = new THREE.Scene();
//Camera init
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 1000);
scene.add(camera);
var geometry = new THREE.PlaneGeometry( 500, 500, 10, 10 );
var texture = new THREE.TextureLoader().load( './annie-spratt-kG-ZwDuQ8ME-unsplash.jpg' );
var material = new THREE.MeshBasicMaterial( { map: texture } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer.render(scene, camera,mesh);
I'm doing this explicitly but the black screen comes up and the image does not load. How do I solve this problem?
You render your scene before the texture has been loaded. Try it with this approach:
const renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById('container').appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 1000);
scene.add(camera);
const geometry = new THREE.PlaneGeometry(500, 500);
const texture = new THREE.TextureLoader().load('https://threejs.org/examples/textures/uv_grid_opengl.jpg', render);
const material = new THREE.MeshBasicMaterial({
map: texture
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
function render() {
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<div id="container">
</div>
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