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August 22, 2019 22:53
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Using canvas as ThreeJS texture
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>JS Bin</title> | |
</head> | |
<body style="background:#fff;"> | |
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r68/three.min.js"></script> | |
<canvas id="canvas"></canvas> | |
<script id="jsbin-javascript"> | |
var width = window.innerWidth, height = window.innerHeight / 2; | |
var size = 256; | |
var canvas = document.getElementById('canvas'), | |
ctx = canvas.getContext('2d'); | |
var camera, scene, renderer, geometry, texture, mesh; | |
function changeCanvas() { | |
ctx.font = '20pt Arial'; | |
ctx.fillStyle = 'red'; | |
ctx.fillRect(0, 0, canvas.width, canvas.height); | |
ctx.fillStyle = 'white'; | |
ctx.fillRect(10, 10, canvas.width - 20, canvas.height - 20); | |
ctx.fillStyle = 'black'; | |
ctx.textAlign = "center"; | |
ctx.textBaseline = "middle"; | |
ctx.fillText(new Date().getTime(), canvas.width / 2, canvas.height / 2); | |
} | |
function init() { | |
renderer = new THREE.WebGLRenderer(); | |
renderer.setSize(width, height); | |
document.body.appendChild(renderer.domElement); | |
scene = new THREE.Scene(); | |
camera = new THREE.PerspectiveCamera(70, width / height, 1, 1000); | |
camera.position.z = 500; | |
scene.add(camera); | |
texture = new THREE.Texture(canvas); | |
var material = new THREE.MeshBasicMaterial({ map: texture }); | |
geometry = new THREE.BoxGeometry( 200, 200, 200 ); | |
mesh = new THREE.Mesh( geometry, material ); | |
scene.add( mesh ); | |
canvas.width = canvas.height = size; | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
changeCanvas(); | |
texture.needsUpdate = true; | |
mesh.rotation.y += 0.01; | |
renderer.render(scene, camera); | |
} | |
init(); | |
animate(); | |
</script> | |
</body> | |
</html> |
@DenisKS: This is probably because you rendered a picture from a different URL onto your canvas and then tried to use said canvas as a texture, right?
This is prohibited for XSS reasons. If you replace the image code with either an image from your own server or no image at all, you should not have this error any longer.
Fails if canvas is 8192x4096, far less than the max texture and framebuffer sizes for me, any ideas?
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Try to use existed canvas as texture for object according this example, but have error about I think CORS but all source in one server maybe something other ..?
Here is example:
enter code herehttps://jsfiddle.net/denis_miroshnikov_ts/srm4oLq1/21/
Just press Red btn and look err at console :
FFox "THREE.WebGLState: DOMException: "The operation is insecure"
Chrome "THREE.WebGLState: DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': Tainted canvases may not be loaded."