How to repeat textures without stretching in Three.js?

No matter what I do, my textures seem to be stretched / scaled to the size of the mesh I'm applying them to. I have read many answers to this question, none of the solutions seem to fix me, so I am posting a new one. A little information,

  • My textures are all 64x64 pixels
  • I load all my textures
  • I am using Web GL renderer

Here is my code

makeTestObject:function()
{
    var scope = this,
        tileGeometry = new THREE.BoxGeometry(TILE_SIZE , TILE_HEIGHT , TILE_SIZE),
        texture = new THREE.Texture(preloadedImageObject),
        textureMaterial = new THREE.MeshLambertMaterial({map:texture}),
        tile = new THREE.Mesh(tileGeometry , new THREE.MeshFaceMaterial(
        [
            textureMaterial, // +x
            textureMaterial, // -x
            textureMaterial, // +y
            textureMaterial, // -y
            textureMaterial, // +z
            textureMaterial // -z
        ]));

    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;

    tile.position.y = BASE_HEIGHT * 2;
    tile.castShadow = true;
    tile.receiveShadow = true;
    texture.needsUpdate = true;
    scope.scene.add(tile);
}

      

If I do texture.repeat.set(x , x)

and set x

to any value, the texture just disappears and I am left with a flat color.

Any idea what I am doing wrong?

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1 answer


Ok, so for standard window geometry (square or rectangular) this is the solution:

makeTestObject:function()
{
    var scope = this,
        tileGeometry = new THREE.BoxGeometry(TILE_SIZE , TILE_HEIGHT , TILE_SIZE),
        texture = new THREE.Texture(preloadedImageObject),
        textureMaterial = new THREE.MeshLambertMaterial({map:texture}),
        tile = new THREE.Mesh(tileGeometry , new THREE.MeshFaceMaterial(
        [
            textureMaterial, // +x
            textureMaterial, // -x
            textureMaterial, // +y
            textureMaterial, // -y
            textureMaterial, // +z
            textureMaterial // -z
        ]));

    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    tile.geometry.computeBoundingBox();

    var max = tile.geometry.boundingBox.max;
    var min = tile.geometry.boundingBox.min;
    var height = max.y - min.y;
    var width = max.x - min.x;

    texture.repeat.set(width / TEXTURE_SIZE , height / TEXTURE_SIZE);

    texture.needsUpdate = true;
    scope.scene.add(tile);
}

      



The key is to properly establish the relationship for repeating texture. You can also create a new material for each face instead of referencing the same material object over and over again.

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