WARNING: Unit 0 does not have a bound texture

I'm currently attempting to recreate the Three.js panorama dualfisheye example using Three.js r71.

I have to stick with r71 because I plan to use this code in Autodesk Forge Viewer, which is built on Three.js r71.

While I've made some progress, I encountered an error message in the browser console that says:

RENDER WARNING: there is no texture bound to unit 0

// JavaScript code for creating a panorama

var camera, scene, renderer;

// Initialize function
function init() {
  
  // Initialization code here
  
}

// Animation function
function animate() {
  
  // Animation code here
  
}

init(); // Call the initialization function
animate(); // Start the animation

// CSS code snippet

body {
  background-color: #000000;
  margin: 0px;
  overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/71/three.js"></script>
<div id="container"></div>

Appreciate your time and assistance!

Answer №1

There are a multitude of issues present in the provided code

  1. The current loading code is incorrect for r71. It should be modified to:

    THREE.ImageUtils.crossOrigin = '';
    var texture = THREE.ImageUtils.loadTexture('https://preview.ibb.co/hZXYmz/ricoh_theta_s.jpg');
    
  2. It appears that THREE r71 did not pre-init textures with something renderable, thus necessitating a wait for the texture to load before further action

    var texture = THREE.ImageUtils.loadTexture(
       'https://preview.ibb.co/hZXYmz/ricoh_theta_s.jpg', 
        undefined,
        animate);  // call animate after texture has loaded
    

    Additionally, the call to animate at the top must be removed

To address these concerns going forward:

  1. The code erroneously sets the repeat value to 0

    material.map.repeat = { x: 0, y: 0 };
    material.map.offset = { x: 0, y: 0 };
    

    This setting essentially limits visibility to only the first pixel of the texture due to the multiplication by 0 on all UVs

  2. The configuration of repeat and offset within the code is inaccurate.

    A proper method of defining repeat and offset includes utilizing set

    material.map.repeat.set(1, 1);
    material.map.offset.set(0, 0);
    

    While the current approach may work fortuitously, it is advisable to adhere to standard practices as future updates could involve usage of methods from THREE.Vector2 or passage of repeat and offset to functions expecting a THREE.Vector2

    Note that adjusting these parameters may not be necessary, as defaults are typically 1 1 for repeat and 0 0 for offset

  3. The code currently renders only once

    By uncommenting the requestAnimationFrame, you will ensure proper rendering even with asynchronous texture loading. This either means waiting for the texture to load before rendering, initiating another render post-loading completion, or continually rendering for seamless integration upon loading

  4. The inclusion of a cross-domain image requires attention

    Although this does not constitute a bug, there is a cautionary note regarding WebGL's handling of cross-domain images without appropriate server permissions. While the linked resource does offer permission access, majority of external images may not function similarly outside your own servers

  5. The current UV calculations exhibit inaccuracies

    If assistance is needed with rectifying the UV math, please consider posting a separate inquiry for dedicated help while noting that omitting such calculations reveals the texture

... [JavaScript Code] ...
body {
  background-color: #000000;
  margin: 0px;
  overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/71/three.js"></script>
<div id="container"></div>

Answer №2

If you've come across the warning message

RENDER WARNING: there is no texture bound to the unit 0

This warning is triggered by Chrome under the following conditions:

  1. The currently used shader program requires a texture.
  2. No texture has been assigned to the specified unit.

For more information and related resources, visit: https://github.com/NASAWorldWind/WebWorldWind/issues/302#issuecomment-346188472

To resolve this issue, always ensure that a texture is assigned to the shader samplers, even if it's not being actively utilized by the shader code.

Following gman's suggestion in their detailed explanation, utilizing a simple white 1px texture as a placeholder for "no texture" scenarios is a recommended practice. This approach minimizes storage and bandwidth usage, allowing the shader code to interact with another color without modifying it.

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