diff --git a/examples/webgl_materials.html b/examples/webgl_materials.html
index d5ec331e..b7a05b53 100644
--- a/examples/webgl_materials.html
+++ b/examples/webgl_materials.html
@@ -64,11 +64,11 @@
// Materials
- var generatedTexture = new THREE.Texture( generateTexture() );
- generatedTexture.needsUpdate = true;
+ var texture = new THREE.Texture( generateTexture() );
+ texture.needsUpdate = true;
var materials = [];
- materials.push( new THREE.MeshLambertMaterial( { map: generatedTexture } ) );
+ materials.push( new THREE.MeshLambertMaterial( { map: texture, transparent: true } ) );
materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
materials.push( new THREE.MeshNormalMaterial( ) );
@@ -76,12 +76,12 @@
//materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) );
materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ) );
- materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: THREE.ImageUtils.loadTexture( "textures/planets/earth_specular_2048.jpg" ) } ) );
+ materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true } ) );
materials.push( new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ) );
materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ) );
materials.push( new THREE.MeshDepthMaterial() );
- materials.push( new THREE.MeshBasicMaterial( { map: generatedTexture } ) );
+ materials.push( new THREE.MeshBasicMaterial( { map: texture, transparent: true } ) );
// Spheres geometry
@@ -188,8 +188,10 @@
x = j % 256;
y = x == 0 ? y + 1 : y;
- image.data[ i + 2 ] = Math.floor( x ^ y );
- image.data[ i + 3 ] = 255;
+ image.data[ i ] = 255;
+ image.data[ i + 1 ] = 255;
+ image.data[ i + 2 ] = 255;
+ image.data[ i + 3 ] = Math.floor( x ^ y );
}