Closed trusktr closed 4 years ago
Alright, I did something simpler and threw away the material that came from GLTFLoader, and just made a MeshPhongMaterial with no color defined, and now it works.
Ah, the GLTF material had emissive. That explains it. Sorry for the noise!
I tried to
setColorAt(i, new THREE.Color('red'))
for all my "objects", but they still come out as blue from my material.GLTFLoader
is what is loading the material, then I pass it intoInstancedMesh
. Are there cases where the InstancedMesh colors do not override the material color?