I modified a minecraft-ish demo so you can jump around and place blocks. But the texture of the blocks I construct is smoothed and not pixelated for some reason.
The source I think is relevant:
var textureDirt = THREE.ImageUtils.loadTexture( 'img/dirt.png' );
textureGrass.magFilter = THREE.NearestFilter;
textureGrass.minFilter = THREE.LinearMipMapLinearFilter;
var material = new THREE.MeshLambertMaterial( { map: textureDirt, ambient: 0xbbbbbb, vertexColors: THREE.VertexColors } );
var geometry = new THREE.CubeGeometry(1,1,1);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = point[0];
mesh.position.y = point[1];
mesh.position.z = point[2];
// for physics
mesh.blockType = type;
world[point] = mesh;
scene.add(mesh);
Live demo: http://ubershmekel.github.com/mine3js/
The rest of the source: https://github.com/ubershmekel/mine3js/blob/master/js/main.js
After reviewing the question, I found the bug. I didn't apply the filters to the dirt material
textureGrass.magFilter = THREE.NearestFilter;
textureGrass.minFilter = THREE.LinearMipMapLinearFilter;
Should have been
textureDirt.magFilter = THREE.NearestFilter;
textureDirt.minFilter = THREE.LinearMipMapLinearFilter;
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