The geometry of the icosahedron does not render
I am just learning how to do it. I can draw and animate the cube. But when I change the geometry to an icosahedron, nothing appears.
Inside my js src forlder, I only have a three.min.js file. Do I need a different .js file?
Here's an example of my code. I am just a beginner and spend hours trying to figure this out. Please, help.
<body>
<script src="js/three.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
/*var geometry = new THREE.BoxGeometry(1,1,1);
var material = new THREE.MeshLambertMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);*/
var geometry = new THREE.IcosahedronGeometry( 200,1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: false, wireframeLinewidth: 2 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var pointlight = new THREE.PointLight(0xffffff);
pointlight.position.x = 10;
pointlight.position.y = 50;
pointlight.position.z = 1000;
scene.add(pointlight)
camera.position.z = 5;
var render = function () {
requestAnimationFrame(render);
cube.rotation.x += .01;
cube.rotation.y += .01;
renderer.render(scene, camera);
};
render();
</script>
</body>
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1 answer
I know this is an old post, but for future visitors, live code answered the question here.
I also went ahead and cleaned it up a bit and added comments to the comments to indicate how I solved your problem.
<body>
<script src="https://threejs.org/build/three.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 5;
var pointlight = new THREE.PointLight(0xffffff);
pointlight.position.x = 10;
pointlight.position.y = 50;
pointlight.position.z = 1000;
scene.add(pointlight)
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var mesh = new THREE.Mesh(
// Notice radius decreased to 2 because it has to be smaller
// than camera.position. If camera is placed inside the mess,
// then we won't see it.
new THREE.IcosahedronGeometry(2, 0),
// I went ahead and added Phong shading in order to make result clearer
new THREE.MeshPhongMaterial({
color: 0x156289,
emissive: 0x072534,
side: THREE.DoubleSide,
flatShading: true,
}),
);
scene.add(mesh);
var render = function() {
requestAnimationFrame(render);
// fixed the rotation to reference your mesh
mesh.rotation.x += .01;
mesh.rotation.y += .01;
renderer.render(scene, camera);
};
render();
</script>
</body>
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