Closed grimdeathr closed 2 years ago
turns out onbeforecompile was not being called, but now that works
However there is now a shader error.
At a minimum are all the parameters needed for the material to work?
Hey @grimdeathr thanks for trying out the lib! If you could share a codesandbox with your code its much more likely I'll be able to help
@nwpointer in the process of creating that example here :
https://codesandbox.io/s/adoring-grothendieck-uz6nmr
While I do that, is it possible that there could be a plain vanilla JS and threejs example without react ?
im having to convert useProgressiveTextures to vanilla JS as it contains react hooks, and some of the other files which is confusing things
Having some problems
/src/three-landscape/useProgressiveTexture.js: Support for the experimental syntax 'classProperties' isn't currently enabled (51:11):
Same issue, had to comment out those properties at the top of the classes
not sure how to fix this in codesandbox
i just want to be able to implement the shader in a simple manner in pure threejs
Seems to fail on :
computeDiffuse
No idea how to decouple this from React unfortunately will have to leave it there
thanks for the sandbox Ill take a look
Turns out all i had to do was remove the React.CreateElements("mesh etc and it works
Having trouble getting this going. Seems onBeforeCompile does not run.
`new GLTFLoader().load('models/mesh.glb', (gltf) => { model = gltf.scene scene.add(model) new TextureLoader().load('models/splatmap_01.jpg', (texture) => { new TextureLoader().load('models/brush1.png', (brush1) => { new TextureLoader().load('models/brush2.png', (brush2) => { new TextureLoader().load('models/brush3.png', (brush3) => { model.material = new SplatStandardMaterialImpl({_splats:[texture], _diffuseMaps:[brush1, brush2, brush3]}); console.log(model.material)
})`