Challenges with accurately displaying models in three.js

I am facing some difficulties while using three.js to render a model completely white with wireframe. Instead of rendering the model as desired, it appears solid black. I have tried assigning a white material to the model but it had no effect. Additionally, when attempting to combine the model's geometry and material into a mesh for rendering in the scene, I encountered an error marked as f.makeGroups within the minified three.js file. The complete error message is displayed below:

TypeError: f.makeGroups is not a function

The code snippet I am currently using to achieve this rendering is as follows:

    var SCREEN_WIDTH = 800;
    var SCREEN_HEIGHT = 600;

    var blue = 0x03106D;
    var white = 0xFFFFFF;
    var black = 0x000000;
    var orange = 0xFF6600;

    // execute this function on each animation frame
    function animate(){
        // render
        renderer.render(scene, camera);

        // request new frame
        requestAnimationFrame(function(){
        animate();
        });
    }

    // setting up the renderer
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
    renderer.setClearColor(0xFFFFFF, 1);
    document.body.appendChild(renderer.domElement);

    // define camera properties
    var camera = new THREE.PerspectiveCamera(45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 1000);
    camera.position.z = 700;

    var facemat = new THREE.MeshBasicMaterial({ color: white, opacity: 1.0, shading: THREE.FlatShading });
    var wiremat = new THREE.MeshBasicMaterial({ color: blue, opacity: 1.0, wireframe: true, wireframeLinewidth: 1.0 });
    var Material = [facemat,wiremat];

    // create the scene
    var scene = new THREE.Scene();

    // load and add the cube model
    var vrmlLoader = new THREE.VRMLLoader();

    vrmlLoader.addEventListener('load', function (event) {
        var object = event.content;
        var mesh = new THREE.Mesh(object, Material);
        scene.add(mesh);
    });

    vrmlLoader.load("ship.wrl");

    // begin the animation
    animate();

To ensure the correctness of my model, I have validated its functionality using the three.js editor tool

Answer №1

Could it be possible to create a <code>var mesh = new THREE.Mesh( object, [facemat,wiremat] )
? How creative! :) But in reality, you can't actually pass an array as a material. Perhaps WebGLRenderer should provide clearer error messages for cases like these...

On another note, I've noticed this same coding pattern a couple of times before (I wonder where it originated from?):

function animate(){
    renderer.render(scene, camera);
    requestAnimationFrame(function(){
    animate();
    });
}

Instead of that, it could simply be written as:

function animate(){
    renderer.render(scene, camera);
    requestAnimationFrame(animate);
}

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