I have modified an official example for the Loader object to demonstrate my issue. I want to create a mesh, with a texture map that gets loaded preferably before creating the geometry. Currently I have the issue, that local files load just fine, but not remote ones. See the behaviour in action:
- working demo (local): http://nylkiway.net/loadertest_local.html
- not working demo (remote): nylkiway.net/loadertest_remote.html
Using the loader to load a locally saved .jpg
the texture shows up fine on the final mesh, as can be seen in the working demo:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - image loader test
</div>
<script src="libs/three.min.js"></script>
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( 'avatar.jpg', function ( image ) {
// uncomment next line, and comment above, to see the problem!
//loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
texture.image = image;
console.log("debug. image size: " + image.width + " X " + image.height );
texture.needsUpdate = true;
} );
// model
var object = new THREE.Mesh( new THREE.BoxGeometry(100 , 100, 100), new THREE.MeshBasicMaterial( {map: texture}));
object.position.y = - 80;
scene.add( object );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
However, when loading the same image from a remote server, the texture gets loaded, or atleast I think it does, because the images width etc. is accessible in the onLoad() callback. But I get errors and the mesh doesnt render. Uncomment the line to:
loader.load( 'http://nylkiway.net/avatar.jpg', function ( image ) {
I get numerous errors:
"THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )"
Although the image is exactly the same, and my little debug output returns the image dimensions:
console.log("debug. image size: " + image.width + " X " + image.height );
"debug. image size: 460 X 460"
I do not think this is a CORS issue, as the callback for finished image loading gets called. The images properties are readable as well. I feel, like this must be a frequent question, I searched but didn't really get a fitting answer. I don't think it has anything to do with the images dimensions not being a power of 2, as the locally loaded image shows just fine as a texture.
Any help would be appreciated!