Textured GLTF
Video Lecture
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Description
In this video I demonstrate adding a texture to the glTF model and modifying its UV coordinates. By default, the texture is embedded into the model when you export it from blender. This makes it easier to create and use textured models versus when doing it using OBJ and MTL .
Lesson Script
./src/client/client.ts
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80 import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import Stats from 'three/examples/jsm/libs/stats.module'
const scene = new THREE . Scene ()
scene . add ( new THREE . AxesHelper ( 5 ))
const camera = new THREE . PerspectiveCamera (
75 ,
window . innerWidth / window . innerHeight ,
0.1 ,
1000
)
camera . position . z = 2
const renderer = new THREE . WebGLRenderer ()
renderer . physicallyCorrectLights = true
renderer . shadowMap . enabled = true
renderer . outputEncoding = THREE . sRGBEncoding
renderer . setSize ( window . innerWidth , window . innerHeight )
document . body . appendChild ( renderer . domElement )
const controls = new OrbitControls ( camera , renderer . domElement )
controls . enableDamping = true
const loader = new GLTFLoader ()
loader . load (
'models/monkey_textured.glb' ,
function ( gltf ) {
gltf . scene . traverse ( function ( child ) {
if (( child as THREE . Mesh ). isMesh ) {
const m = child as THREE . Mesh
m . receiveShadow = true
m . castShadow = true
}
if (( child as THREE . Light ). isLight ) {
const l = child as THREE . Light
l . castShadow = true
l . shadow . bias = - 0.003
l . shadow . mapSize . width = 2048
l . shadow . mapSize . height = 2048
}
})
scene . add ( gltf . scene )
},
( xhr ) => {
console . log (( xhr . loaded / xhr . total ) * 100 + '% loaded' )
},
( error ) => {
console . log ( error )
}
)
window . addEventListener ( 'resize' , onWindowResize , false )
function onWindowResize () {
camera . aspect = window . innerWidth / window . innerHeight
camera . updateProjectionMatrix ()
renderer . setSize ( window . innerWidth , window . innerHeight )
render ()
}
const stats = Stats ()
document . body . appendChild ( stats . dom )
function animate () {
requestAnimationFrame ( animate )
controls . update ()
render ()
stats . update ()
}
function render () {
renderer . render ( scene , camera )
}
animate ()