Three.js texture / image update at runtime

Miloud Eloumri picture Miloud Eloumri · Apr 17, 2013 · Viewed 28.9k times · Source

I am trying to change a cube image at run time by selecting an option from Select Form element. When running the code, the image changes after selecting, but the previous cube and image stays in the scene.

How I clear / refresh / update the scene properly when changing the material / image / texture.

<div id = "container"></div>

<form id = "changesForm">
    Cube Image:
    <br>
    <select id = "cubeImage">
        <option value = "random">Random</option>
        <option value = "image1">First Image</option>
        <option value = "Image2">Second Image</option>
    </select>
    <br>
</form>

<script type = "text/javascript">

window.onload = windowLoaded;

function windowLoaded(){
    if (window.addEventListener){
        init();
        animate();
                             //document.getElementById('container').addEventListener('mousemove', containerMouseover, false);
    window.addEventListener( 'resize', onWindowResize, false );
    var cubeImage = document.getElementById('cubeImage');
    cubeImage.addEventListener("change", changeCubeImage, false);
    }
    else if (window.attachEvent){
        //init();
        //animate();
                  //document.getElementById('container').attachEvent('onmousemove', containerMouseover);
        //window.attachEvent( 'onresize', onWindowResize);
    }

function changeCubeImage(e){
    //e.preventDefault();
    var target = e.target;
    cubeImageCheck = target.value;      
    createCube();               
}

// rest code ..... 

function createCube(){
    //image
    var cubeImg;

    switch (cubeImageCheck){
        case 'random': {
           // should load the 2 images random - to do 
            cubeImg = new THREE.ImageUtils.loadTexture("img1.jpg");
           break;
        }
        case 'image1': {
            cubeImg = new THREE.ImageUtils.loadTexture("image1.jpg");
            break;
        }
        case 'image2': {
            cubeImg = new THREE.ImageUtils.loadTexture("image2.jpg");
            break;
       }
}

cubeImg.needsUpdate = true;


// geometry
var cubeGeometry = new THREE.CubeGeometry(200,200,200);;
// material
var cubeMaterial = new THREE.MeshPhongMaterial({
    map: cubeImg, 
    side:THREE.DoubleSide, 
    transparent: true, 
    opacity:1, 
    shading: THREE.SmoothShading, 
    shininess: 90, 
    specular: 0xFFFFFF
});

cubeMaterial.map.needsUpdate = true;

//mesh
cubeMesh = new THREE.Mesh(cubeGeometry, cubeMaterial);
cubeMesh.needsUpdate = true;
scene.add(cubeMesh);
}

// rest ....

Answer

uhura picture uhura · Apr 17, 2013

On select change you can update your existing mesh texture, don't need to remove or create new mesh :

mesh.material.map = THREE.ImageUtils.loadTexture( src );
mesh.material.needsUpdate = true;