How to use the ImageLoader function from three
Find comprehensive JavaScript three.ImageLoader code examples handpicked from public code repositorys.
GitHub: KleoPetroff/storyboarder
10 11 12 13 14 15 16 17 18 19
require('three/examples/js/loaders/GLTFLoader') require('../vendor/three/examples/js/loaders/OBJLoader2') const loadingManager = new THREE.LoadingManager() const objLoader = new THREE.OBJLoader2(loadingManager) const gltfLoader = new THREE.GLTFLoader(loadingManager) const imageLoader = new THREE.ImageLoader(loadingManager) objLoader.setLogging(false, false) const materialFactory = () => new THREE.MeshToonMaterial({
263
0
2
5201 5202 5203 5204 5205 5206 5207 5208 5209 5210
} function loadTextureImage ( texture, url ) { var loader = new THREE.ImageLoader(); loader.load( url, function ( image ) { texture.image = image;
0
0
2
+ 10 other calls in file
GitHub: PrashanthG45/aframe
7 8 9 10 11 12 13 14 15 16 17 18
THREE.TextureLoader.prototype.crossOrigin = 'anonymous'; } // This is for images loaded from the model loaders. if (THREE.ImageLoader) { THREE.ImageLoader.prototype.crossOrigin = 'anonymous'; } // In-memory caching for XHRs (for images, audio files, textures, etc.). if (THREE.Cache) {
0
0
0
+ 7 other calls in file
7 8 9 10 11 12 13 14 15 16 17 18
THREE.TextureLoader.prototype.crossOrigin = ''; } // This is for images loaded from the model loaders. if (THREE.ImageLoader) { THREE.ImageLoader.prototype.crossOrigin = ''; } // In-memory caching for XHRs (for images, audio files, textures, etc.). if (THREE.Cache) {
0
0
0
+ 3 other calls in file
GitHub: zDawnING/MyLearnWebGL
95 96 97 98 99 100 101 102 103 104
context.font = "18px serif"; context.fillText(name, 10, 50); // let imgLoader = new THREE.ImageLoader(); // imgLoader.load(dialogImg, (image) => { // console.log(image) // let pattern = context.createPattern(image, 'no-repeat') // context.fillStyle = pattern
0
0
1
three.Vector3 is the most popular function in three (22341 examples)