First of all, thank you for this wonderfull work, i'm having a lot of fun working with three.js.
I tried to find answer about a recurent issue, .WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 2
I'm making a website in webgl, i spend few week understanding all about three.js but i can't fix this issue. I get this message on Chrome and firefox (latest) each time i try to load a canvas into a map, bumpmap and specmap. All my mesh are loaded from obj files, by the way i rewrote OBJMTLLoader.js to be able to load more parameters from obj files and more. here the code used to load image.
THREE.MTLLoader.loadTexture = function ( url, mapping, onLoad, onError ) {
var isCompressed = url.toLowerCase().endsWith( ".dds" );
var texture = null;
if ( isCompressed ) {
texture = THREE.ImageUtils.loadCompressedTexture( url, mapping, onLoad, onError );
} else {
var image = new Image();
texture = new THREE.Texture( image, mapping );
var loader = new THREE.ImageLoader();
loader.addEventListener( 'load', function ( event ) {
texture.image = THREE.MTLLoader.ensurePowerOfTwo_( event.content );
texture.needsUpdate = true;
if ( onLoad )
onLoad( texture );
} );
loader.addEventListener( 'error', function ( event ) {
if ( onError ) onError( event.message );
} );
loader.crossOrigin = this.crossOrigin;
loader.load( url, image );
}
return texture;
}; I'm pretty sure it is from this, because when i disable this function, no more warning.
Is it because the mesh has a texture with an empty image while loading datas ? Is there any restriction on the dimensions of image ?
For now everything works fines, but i feel strange having those message in console.
Thanks