Caution in Three.JS: Potential WebGL Issue with Texture Mapping in Material Creation

I'm facing a challenge with a JSON file (map.js) that I use to load my geometry and material settings. This file is quite large, making manual edits challenging. Here is a snippet of what it looks like:

"materials": [  {
"DbgColor" : 2632490,
"DbgIndex" : 0,
"DbgName" : "ASPHALT_0"
},

{
"DbgColor" : 16777215,
"DbgIndex" : 1,
"DbgName" : "ROAD_MARKING_DASHED_0"
}],

"vertices": [-370.412496,0.000000,120.194495...

"morphTargets": [],

"morphColors": [],

"normals": [],

"colors": [],

"uvs": [[]],

"faces": [2,0,1,2,0...

Note for faces format: triangle with material

My approach to loading this file is like this:

var loader = new THREE.JSONLoader();
loader.load("map.js", function(geometry, materials){
    mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(materials));
    scene.add(mesh);
    loadRestOfScene();
});

Now, I'm trying to add a texture to a specific material within the materials array. I attempted the following:

materials[i].map = THREE.ImageUtils.loadTexture( 'road.jpg' );

However, upon loading the page, I encountered this warning:

[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 2 index.html:1 WebGL: too many errors, no more errors will be reported to the console for this context.

I've explored similar issues and suggestions, such as:

materials.needsUpdate = true;
geometry.buffersNeedUpdate = true;
geometry.uvsNeedUpdate = true;

Yet, these adjustments did not yield any changes. I'm left wondering if it's feasible to add a texture to a material that lacks it initially or if I'm overlooking a crucial detail here.

Answer №1

It is important to identify the specific material that requires an update

materials[i].needsUpdate = true;

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