I am currently learning how to utilize modules and decided to start with a simple example. However, I encountered an issue where the script does not want to run. I must be missing something crucial, but I can't seem to figure out what it is. I have tried including "three.module.js" or executing the script as a "module", but both options do not work. Does anyone have a functioning example that they could share with me? The code snippet I am working with is from:
Why does the code work on the provided link but not locally for me?
<script type="module">
import * as THREE from "lib/three.module.js";
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 geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
</script>