Here is a mesh created in Blender: https://i.sstatic.net/KBGM5.jpg
Upon loading it into Three.js, I am seeing this result: https://i.sstatic.net/PCNQ8.jpg
I have exported it to .obj format and ensured all faces are triangulated. I am not sure why this issue is occurring. Below is the Three.js code I am using to render the mesh. The same code works fine with other meshes, so I suspect there might be something specific about this mesh that Three.js does not like?
<!DOCTYPE html>
<html>
<head>
<title></title>
<script type="text/javascript" src="/js/three.js"></script>
<script type="text/javascript" src="/js/DDSLoader.js"></script>
<script type="text/javascript" src="/js/MTLLoader.js"></script>
<script type="text/javascript" src="/js/OBJLoader.js"></script>
<script type="text/javascript" src="/js/OrbitControls.js"></script>
<script type="text/javascript" src="/js/stats.js"></script>
<script type="text/javascript" src="/js/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
function init() {
var stats = initStats();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 130;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(scene.position);
scene.add(camera);
// create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
//webGLRenderer.setPixelRatio( window.devicePixelRatio );
webGLRenderer.setClearColor(new THREE.Color(0xffffff, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true;
var ambient = new THREE.AmbientLight( 0x444444 );
ambient.intensity = 5;
scene.add( ambient );
if('stiletto_switchblade_knife.mtl' !== ''){
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl( '/assets/download/mesh/18/' );
mtlLoader.setPath( '/assets/download/mesh/18/' );
mtlLoader.load( 'stiletto_switchblade_knife.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.setPath( '/assets/download/mesh/18/' );
objLoader.load( 'stiletto_switchblade_knife.obj', function ( object ) {
//object.scale.set(100, 100, 100);
//object.rotation.x = -0.3;
scene.add( object );
});
});
} else {
var objLoader = new THREE.OBJLoader();
objLoader.setPath( '/assets/download/mesh/18/' );
objLoader.load( 'stiletto_switchblade_knife.obj', function ( object ) {
object.material = new THREE.MeshLambertMaterial({color: 0xFFFFFF});
//object.scale.set(100, 100, 100);
//object.rotation.x = -0.3;
scene.add( object );
});
}
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
var controls = new THREE.OrbitControls(camera, webGLRenderer.domElement );
render();
// simple render
function render() {
stats.update();
controls.update();
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>
EDIT Are watertight meshes required in Three.js? There are areas in this mesh that are not completely closed, could that be causing the issue? This is the only difference I can think of compared to other meshes that render correctly.