setupCheckerboardTexture method

void setupCheckerboardTexture(
  1. MeshBasicMaterial material
)

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;
}