#Issue with loading textures and Images
28 messages · Page 1 of 1 (latest)
keep in mind that to load any file locally you still need a locally-running webserver
with properly set up routing
(vite will do that for you automatically)
it's not possible to access local files without a webserver
you just give them it together with vite
wait, actually for an assignment it may be possible 
if they'd just opened the html file in the browser directly, not via an URL
but then use ./ instead of / for your textures
and check devtools console if the paths are correct
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we can guess here - but devtools will just tell you right away
also - in this structure all your textures look to be at the same level as the index file, and in your code they are in ./textures dir?
no, not blah
read what the blah is - that's exactly the point.
compare it to the actual correct path
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pls show screenshot of Console & Network panels of devtools
(including header of that devtools console window 🙏 )
een moment
Just needed to test locally
nope - by default Three / WebGL does not allow rendering potentially tainted images (ie. images loaded from shady places, like file:// protocol)
trying to avoid CORS when loading the texture via canvas / img will result in the following:
long story short - you need to either put these images online and load the via URLs, or submit your assignment together with a runnable webserver script (ex. vite)
I did reply - but I ain't reading whole snippets of code
if there's something specific that's blocking you - just ask, but debugging someone elses code takes way too much time
assuming you are using vite
do npm run build
put the contents of the dist folder on a public github repo,
enable github pages in settings ,
and your site should run on the www