Recently, I started exploring Three.js and my goal was to create a static cube. I came across an example of a rotating cube which I used as a reference:
var camera, scene, renderer;
var mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var texture = THREE.ImageUtils.loadTexture( '16.jpg' );
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var axes = new THREE.AxisHelper( 20 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
After successfully creating the rotating cube, I decided to make a static cube by simply removing the rotation code:
var camera, scene, renderer;
var mesh;
init();
renderer.render( scene, camera );
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var texture = THREE.ImageUtils.loadTexture( '16.jpg' );
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( { map: texture } );
var axes = new THREE.AxisHelper( 20 );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
However, all I see is a black screen now. What could be causing this issue?