papelas Posted August 3, 2015 Share Posted August 3, 2015 Hi I'm noob using three js and JS. But the thing is I've been trying to load a model using examples and just changing the URL from the files I use, but I have 1 error and I do'nt know how to sort it out... Can anybody help me??? this is my code. <html lang="en"><head><title>three.js webgl - loaders - OBJ loader</title><meta charset="utf-8"><meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"><style>body {font-family: Monospace;background-color: #000;color: #fff;margin: 0px;overflow: hidden;}#info {color: #fff;position: absolute;top: 10px;width: 100%;text-align: center;z-index: 100;display:block;}#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }</style> <script src="mrdoob-three.js-d6384d2/build/three.min.js" ></script> <script src="mrdoob-three.js-d6384d2/examples/js/loaders/OBJLoader.js" ></script></head> <body><div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - OBJLoader test </div> <script> var container; var camera, scene, renderer; var mouseX = 0, mouseY = 0; var windowHalfX = window.innerWidth / 2;var windowHalfY = window.innerHeight / 2; init();animate(); function init() { container = document.createElement( 'div' );document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );camera.position.z = 100; // scene scene = new THREE.Scene(); var ambient = new THREE.AmbientLight( 0x101030 );scene.add( ambient ); var directionalLight = new THREE.DirectionalLight( 0xffeedd );directionalLight.position.set( 1, 1, 1 );scene.add( directionalLight ); // texture var manager = new THREE.LoadingManager();manager.onProgress = function ( item, loaded, total ) { console.log( item, loaded, total ); }; var texture = new THREE.Texture(); var onProgress = function ( xhr ) {if ( xhr.lengthComputable ) {var percentComplete = xhr.loaded / xhr.total * 100;console.log( Math.round(percentComplete, 2) + '% downloaded' );}}; var onError = function ( xhr ) {}; var loader = new THREE.ImageLoader( manager );loader.load( 'textures/descarga.jpg', function ( image ) { texture.image = image;texture.needsUpdate = true; } ); // model var loader = new THREE.OBJLoader( manager );loader.load( '3d/mikadosmall.obj', function ( object ) { object.traverse( function ( child ) { if ( child instanceof THREE.Mesh ) { child.material.map = texture; } } ); object.position.y = - 80;scene.add( object ); }, onProgress, onError ); // renderer = new THREE.WebGLRenderer();renderer.setPixelRatio( window.devicePixelRatio );renderer.setSize( window.innerWidth, window.innerHeight );container.appendChild( renderer.domElement ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { windowHalfX = window.innerWidth / 2;windowHalfY = window.innerHeight / 2; camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseMove( event ) { mouseX = ( event.clientX - windowHalfX ) / 2;mouseY = ( event.clientY - windowHalfY ) / 2; } // function animate() { requestAnimationFrame( animate );render(); } function render() { camera.position.x += ( mouseX - camera.position.x ) * .05;camera.position.y += ( - mouseY - camera.position.y ) * .05; camera.lookAt( scene.position ); renderer.render( scene, camera ); } </script> </body></html> and the error is the next: [.WebGLRenderingContext-056A12F0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2 (13:04:04:456 | warning, rendering) at public_html/index.html I don´t know what atribute it refers... Thanks in adavanced!!! Quote Link to comment Share on other sites More sharing options...
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