Closed GoogleCodeExporter closed 9 years ago
Sorry the right attach is this.
Original comment by fernando...@gmail.com
on 16 Feb 2012 at 7:27
Attachments:
Thanks Fernando. I'm about to go on vacation this weekend, so it will take me a
little while to get to it.
Original comment by wonchun
on 16 Feb 2012 at 9:33
Care with the exported obj. Must be corrected absolute paths with relative
paths, and add the correct texturePath to models.js
With this, the result material is black, no white and no texture. ¿?
Original comment by fernando...@gmail.com
on 10 Mar 2012 at 12:11
PROBLEM SOLVED!
Texture image file should be a power of 2
Original comment by fernando...@gmail.com
on 15 Mar 2012 at 3:38
Attachments:
Solution is here:
http://learningwebgl.com/cookbook/index.php/WebGL:_Frequently_Asked_Questions
Abstract:
Why won't my textures work?
NPOT problems
A common problem is that you're using a non-power-of-two (NPOT) texture -- that
is a texture whose width, height or both is not two-to-the-power-of-something
long. These often won't work as expected with WebGL. For example, 100x100 pixel
textures will not generally work; 128x128 will work, as will 128x512. In theory
4096x8192-pixel images would work as textures, though your viewers might run
out of memory on their graphics cards, particularly if they're using
smartphones!
Kenneth Russell has written a more detailed explanation of the situation with
NPOT textures on the WebGL Wiki.
Original comment by fernando...@gmail.com
on 15 Mar 2012 at 3:45
Great! Sorry I didn't get to this before you figured it out yourself.
Original comment by wonchun
on 9 Apr 2012 at 10:47
Original issue reported on code.google.com by
fernando...@gmail.com
on 16 Feb 2012 at 7:18Attachments: