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Generally you would have the renderer.render(scene, camera)
call in a loop, but not always.
In your case, you don’t seem to have a render loop, so you are at least going to need a call to renderer.render(scene, camera) in your loader onload callback.
// set up your renderer first.
var renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(500, 500);
var container = document.getElementById("ava");
container.appendChild(renderer.domElement);
renderer.render(scene, camera);
var loader = new THREE.FBXLoader(manager);
loader.load(xhr.responseURL, function(geometry) {
mesh = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() );
mesh.scale.set( 10, 10, 10 );
mesh.position.y = 150;
mesh.position.x = 0;
scene.add(mesh);
console.log(mesh);
// Call render here as a mesh has been added.
renderer.render(scene, camera);
}, onProgress, onError);
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Source:stackexchange.com