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 ); }