I'm trying to render a cube on server side, and was able to do so using the CanvasRenderer, but i want to be able to render it with WebGLRenderer, which should produce better results. i've narrowed it down to this code snippet:
var jsdom = require('jsdom')
, document = jsdom.jsdom('<!doctype html><html><head></head><body></body></html>')
, window = document.createWindow()
, THREE = require('three');
document.onload = docOnLoad();
function docOnLoad()
{
console.log("docOnLoad called.");
global.document = document;
global.window = window;
//renderer = new THREE.CanvasRenderer(); //works
renderer = new THREE.WebGLRenderer();
renderer.setSize(400, 400);
document.body.appendChild(renderer.domElement);
}
When using the WebGLRenderer, i got:
_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float');
^
TypeError: Cannot call method 'getExtension' of undefined
at initGL (C:\programming\nodejs\node_modules\three\three.js:25870:34)
when trying to debug three.js code, console.log(_gl) indeed shows that _gl is undefined, and the source of it is line #25856, where:
_gl = _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
now, console.log() of _canvas shows: [Canvas 0x0]
Has anyone encountered something similar?
Usually happens when you already obtained a 2D context from _canvas. Both 2D context and gl cannot be obtained from the same canvas. If this is not the case, can you confirm if you are able to successfully run any other WebGL example independently (from node.js) ?
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