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3d Lut Creator Pro Crack mariodd
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var query = scene.querySelector('.my-lut-creator'); var texture = scene.getObjectByName('texture'); var shader = scene.getObjectByName('shader'); var uniform = scene.getObjectByName('uniform'); var cube = new THREE.Mesh(new THREE.BoxGeometry(100, 100, 100), new THREE.MeshBasicMaterial({ map: texture })); cube.position.set(0, -50, 0); cube.rotation.x = Math.PI / 2; scene.add(cube); var render = new THREE.WebGLRenderer(); render.setSize(window.innerWidth, window.innerHeight); render.setClearColor(0x2F3040); render.setClearAlpha(0.4); document.body.appendChild(render.domElement); render.render(scene, camera); query.addEventListener('click', function() { cube.material.uniforms.map.value = texture; render.render(scene, camera); }); A: Make sure that the material you are changing is active before calling.render(). For instance, here is how the material you are setting with a THREE.Texture is being set up: this.material = new THREE.MeshBasicMaterial({ color: 0xFF0000, map: this.createMap() this.material.uniforms.map.value = this.createMap(); And here is how it is being rendered: this.material.uniforms.map.value = this.texture; This code will work perfectly fine, but won't render the mesh if you aren't yet rendering the scene. Also, make sure that the material.uniforms.map.value is set to a valid THREE.Texture instance, not just any arbitrary buffer. We all have them: the things that we swear we’re going to make a go of, and then the next day, some reason or other just seems to get in the way. We all have our own list of them: the things we think we’re going to quit, but then we never actually do. I recently learned that
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