setupCheckerboardTexture method
Implementation
void setupCheckerboardTexture(MeshBasicMaterial material) {
// Uint8List imageData = Uint8List.fromList([
// 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, //
// 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, //
// 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, //
// 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, //
// 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, //
// 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, //
// 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, //
// 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, //
// ]);
int checkerboardTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, checkerboardTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.LUMINANCE, // internal format
8, // width
8, // height
0, // border
gl.LUMINANCE, // format
gl.UNSIGNED_BYTE, // type
// imageData
material.map,
);
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
material.uniforms['u_texture'] = checkerboardTexture;
}