When I execute my render of some geometry I can see in my console this warning:
THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.
I can't understand the reason and the background of my canvas is completely black.
Textures are often the part of a three. js app that use the most memory. It's important to understand that in general, textures take width * height * 4 * 1.33 bytes of memory. That image will take 60 MEG OF MEMORY! in three.
Texture in music is usually described with one of three terms: monophony, polyphony, and homophony.
UV mapping is a method for taking a 2-dimensional texture and mapping it onto a 3-dimensional geometry. Imagine a 2D coordinate system on top of the texture, with (0,0) in the bottom left and (1,1) in the top right.
Loads an image or a DDS texture from the specified file directly and provides it as texture. Creating and using textures is one of the key elements to achieve a great looking scene.
The size of your texture is not powers of two (ie. 16x16, 32x32, 64x64 ...).
Set yourTexture.minFilter = THREE.LinearFilter
to get rid of the error message.
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