In three.js, I am trying to create a texture whose image is the current scene as viewed from a Camera. Using a CubeCamera to create a similar effect is well-documented; and with CubeCamera I have created an example of a scene to illustrate my goal at:
http://stemkoski.github.com/Three.js/Camera-Texture-Almost.html
However, I would like to use a regular Camera (rather than a CubeCamera) as the texture. How could I do this?
Ideally this would work.
Init:
renderTarget = new THREE.WebGLRenderTarget( 512, 512, { format: THREE.RGBFormat } );
var planelikeGeometry = new THREE.CubeGeometry( 400, 200, 200 );
var plane = new THREE.Mesh( planelikeGeometry, new THREE.MeshBasicMaterial( { map: renderTarget } ) );
plane.position.set(0,100,-500);
scene.add(plane);
Render:
renderer.render( scene, topCamera, renderTarget, true );
renderer.render( scene, topCamera );
And it almost does, but we have some unfinished business with y-flipped textures that ruins the party here.
So the best solution at the moment is to use the intermediry quad for flipping the texture (also saves a render):
http://mrdoob.github.com/three.js/examples/webgl_rtt.html
Based on mrdoob's example and suggestions, I have created a working example with very detailed comments, available at:
http://stemkoski.github.com/Three.js/Camera-Texture.html
part of my series of tutorial-style Three.js series of examples at
http://stemkoski.github.com/Three.js/
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