Comments (7)
Hmm, I'll look into this. The latest aframe branch has custom shaders which are probably which'll be used for this module once it's released.
from aframe-draw-component.
I just ran into this. To fix it, in createCanvas:
change
this.el.object3D.material = new THREE.MeshBasicMaterial();
this.el.object3D.material.map = this.texture;
to
this.el.object3D.children[0].material = new THREE.MeshBasicMaterial();
this.el.object3D.children[0].material.map = this.texture;
from aframe-draw-component.
I'll take care of this tomorrow, thanks!
On Fri, Mar 18, 2016 at 4:54 PM, Paul M. Christian <[email protected]
wrote:
I just ran into this. To fix it, in createCanvas:
change
this.el.object3D.material = new THREE.MeshBasicMaterial();
this.el.object3D.material.map = this.texture;to
this.el.object3D.children[0].material = new THREE.MeshBasicMaterial();
this.el.object3D.children[0].material.map = this.texture;—
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#4 (comment)
from aframe-draw-component.
This solution isn't backwards compatible, so I made a quick and dirty if...else.
Should be solved in 1.4.0
, let me know how it goes.
from aframe-draw-component.
I've tried to get this component to work with A-Frame 0.2.0, but it doesn't work.
This example just renders a white cube with A-Frame 0.2.0 and version 1.4.0 of this component:
<a-scene>
<a-sky color="blue"></a-sky>
<a-entity position="0 1 0" geometry="primitive: box" draw="width: 256; height: 256" square="text: Hello">
</a-entity>
</a-scene>
from aframe-draw-component.
@RSpace this should be fixed in 1.5.0
.
from aframe-draw-component.
I tried it with the latest branch of aframe.io 0.3.0 and it works fine for me. Though i|ve to admit one should use the complete example code of the repository, not the short hints giving snippets of the repository page.
And .. i've a question: is there an issue if one is using html-component, too? I seams to me as a normal draw component is running into a permanent loop than. I can show you some example code, if you want.
from aframe-draw-component.
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from aframe-draw-component.