The usage of THREE.MeshFaceMaterial has been deprecated and is no longer supported. It is advised to

I'm currently experimenting with wrapping images around a cube in three.js and encountering the error message 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' from my previous research, it seems like the method I am trying to use might no longer be available. Does anyone know of a new method that could be used for this purpose? I have included the code below for reference. Any assistance would be greatly appreciated. Thank you in advance, Mike.

<script src="js/three.js"></script>
    <script src="js/OrbitControls.js"></script>
    <script src="js/ParallaxBarrierEffect.js"></script>

    <script>
        (function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//rawgit.com/mrdoob/stats.js/master/build/stats.min.js';document.head.appendChild(script);})()

        var scene = new THREE.Scene();
        var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        window.addEventListener('resize', function ()
        {
            var width = window.innerWidth;
            var height = window.innerHeight;
            renderer.setSize(width, height);
            camera.aspect = width / height;
            camera.updateProjectionMatrix();
        });

        //var effect = new THREE.ParallaxBarrierEffect(renderer);
        //effect.setSize(window.innerWidth, window.innerHeight);

        controls = new THREE.OrbitControls(camera, renderer.domElement)

        /* var loader = new THREE.ObjectLoader();

        loader.load
        (
            'models/skull.json',

            function(object)
            {
                scene.add(object);
            }
        );

        */

        var geometry = new THREE.CubeGeometry(10000,10000,10000);

        var cubeMaterials = 
        [
            new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('skybox/right.png'), side: THREE.DoubleSide}), // RIGHT SIDE
            new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('skybox/left.png'), side: THREE.DoubleSide}), // LEFT SIDE
            new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('skybox/top.png'), side: THREE.DoubleSide}), // TOP SIDE
            new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('skybox/bottom.png'), side: THREE.DoubleSide}), // BOTTOM SIDE
            new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('skybox/front.png'), side: THREE.DoubleSide}), // FRONT SIDE
            new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load('skybox/back.png'), side: THREE.DoubleSide}) // BACK SIDE
        ];

        var cubeMaterial = new THREE.MeshFaceMaterial(cubeMaterials);
        var cube = new THREE.Mesh(geometry, cubeMaterial);

        scene.add(cube);


        camera.position.z = 3;

        var ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.3);
        scene.add(ambientLight);


        var light1 = new THREE.PointLight(0xFF0040, 4, 5);
        //scene.add(light1);

        var light2 = new THREE.PointLight(0x0040FF, 2, 5);
        //scene.add(light2);

        var light3 = new THREE.PointLight(0x80FF80, 4, 5);
        //scene.add(light3);

        var directionalLight = new THREE.DirectionalLight(0xFFFFFF, 1);
        directionalLight.position.set(0,1,0);
        //scene.add(directionalLight);

        var spotLight = new THREE.SpotLight(0xFF45F6, 200);
        spotLight.position.set(0,3,3);
        //scene.add(spotLight);

        var update = function()
        {
            //cube.rotation.x += 0.01;
            //cube.rotation.z += 0.005;

            var time = Date.now() * 0.0005;

            light1.position.x = Math.sin(time + 0.7) * 30;
            light1.position.x = Math.cos(time + 0.5) * 40;
            light1.position.x = Math.cos(time + 0.3) * 30;

            light2.position.x = Math.cos(time + 0.3) * 30;
            light2.position.x = Math.sin(time + 0.5) * 40;
            light2.position.x = Math.sin(time + 0.7) * 30;

            light3.position.x = Math.sin(time + 0.7) * 30;
            light3.position.x = Math.cos(time + 0.3) * 40;
            light3.position.x = Math.sin(time + 0.5) * 30;

        };

        var render = function()
        {
            renderer.render(scene, camera);
        };



        var GameLoop = function()
        {
            requestAnimationFrame(GameLoop);

            update();
            render();
        };

        GameLoop();
    </script>

Answer №1

To construct a skybox, consider substituting THREE.MeshFaceMaterial(cubeMaterials) with THREE.MeshBasicMaterial(cubeMaterials). Keep in mind that if your perspective camera is only rendering up to 1000 units and your box extends to 10000 units, you may need to adjust your camera settings to fully view the skybox.

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