Issues encountered when rendering textures from a canvas in Three.js

I've been working on creating a texture from a canvas. I managed to successfully render a blank canvas, but encountered issues when trying to draw an image on the canvas and then render it. This is the code snippet I am currently using:

    var canvas= document.createElement('canvas');
    canvas.width = 100;
    canvas.height = 100;
    var texture = new THREE.Texture(canvas);
    var mat = new THREE.MeshPhongMaterial();
    mat.map = texture;

    var mesh = new THREE.Mesh(new THREE.PlaneGeometry(20, 20), mat);
    var plane = mesh;
    scene.add(plane);

Initially, the canvas renders properly with the texture. However, as soon as I draw an image on the canvas like this:

canvas.drawImage(image, 0, 0, 50, 50);
plane.material.map.needsUpdate = true;

The area where the image should appear turns black instead of displaying the image correctly. Any suggestions on how to resolve this issue and make the canvas render properly?

Answer â„–1

Here's a tip for creating your material:

var mat = new THREE.MeshPhongMaterial({map: texture});

It can be helpful to specify that the material is using a texture.

Additionally, remember to be mindful when using Phong Material. If there is no light set in the scene, you may encounter issues with the renderer displaying a black texture due to lack of lighting.

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