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Textured GLTF

Video Lecture

Textured GLTF Textured GLTF

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.

Resources

I demonstrate how to build this model using blender.

Or you can direct download monkey_textured.glb instead and save into ./dist/client/models.

Lesson Script

./src/client/client.ts

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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 //deprecated
renderer.useLegacyLights = false //use this instead of setting physicallyCorrectLights=true property
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 = new Stats()
document.body.appendChild(stats.dom)

function animate() {
    requestAnimationFrame(animate)

    controls.update()

    render()

    stats.update()
}

function render() {
    renderer.render(scene, camera)
}

animate()