嘗試用以下...
var image = new Image();
image.src = "....../xyz.png";
$(image).load(function() {
// ...
var _tempMap = new THREE.ImageUtils.loadTexture(getBase64Image(image));
mesh1.material = new THREE.MeshLambertMaterial({map: _tempMap, overdraw:0.5}); //Your desire material you can use.
});
function getBase64Image(img) {
// Create an empty canvas element
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
// Copy the image contents to the canvas
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
// Get the data-URL formatted image
// Firefox supports PNG and JPEG. You could check img.src to
// guess the original format, but be aware the using "image/jpg"
// will re-encode the image.
var dataURL = canvas.toDataURL("image/png");
return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}
的[Three.TextureLoader不加載圖像文件]可能的複製(http://stackoverflow.com/questions/35540880/three-textureloader-is-not-加載圖像文件) – Leeft