Loading multiple textures from different url's fails










0














I am trying to render textures on planes loaded from different URL's. For some reason after 2nd or 3rd image I can see in browser that loading image is stuck and it is not being rendered.enter image description here



Adding the code used:



function init() 
loadPicturesFromDirectUrl();


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
renderPicture(picture, texture);
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);










share|improve this question























  • Are you loading all images over HTTPS? Maybe it's not working because you load insecure content (via HTTP).
    – Mugen87
    Nov 12 '18 at 11:09










  • You've got to give us something to work with. Where is your code? What have you tried?
    – Marquizzo
    Nov 13 '18 at 0:21










  • I added the code to original post.
    – eddyuk
    Nov 14 '18 at 5:10















0














I am trying to render textures on planes loaded from different URL's. For some reason after 2nd or 3rd image I can see in browser that loading image is stuck and it is not being rendered.enter image description here



Adding the code used:



function init() 
loadPicturesFromDirectUrl();


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
renderPicture(picture, texture);
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);










share|improve this question























  • Are you loading all images over HTTPS? Maybe it's not working because you load insecure content (via HTTP).
    – Mugen87
    Nov 12 '18 at 11:09










  • You've got to give us something to work with. Where is your code? What have you tried?
    – Marquizzo
    Nov 13 '18 at 0:21










  • I added the code to original post.
    – eddyuk
    Nov 14 '18 at 5:10













0












0








0







I am trying to render textures on planes loaded from different URL's. For some reason after 2nd or 3rd image I can see in browser that loading image is stuck and it is not being rendered.enter image description here



Adding the code used:



function init() 
loadPicturesFromDirectUrl();


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
renderPicture(picture, texture);
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);










share|improve this question















I am trying to render textures on planes loaded from different URL's. For some reason after 2nd or 3rd image I can see in browser that loading image is stuck and it is not being rendered.enter image description here



Adding the code used:



function init() 
loadPicturesFromDirectUrl();


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
renderPicture(picture, texture);
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);







three.js






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 14 '18 at 5:09







eddyuk

















asked Nov 12 '18 at 4:39









eddyukeddyuk

1,62632647




1,62632647











  • Are you loading all images over HTTPS? Maybe it's not working because you load insecure content (via HTTP).
    – Mugen87
    Nov 12 '18 at 11:09










  • You've got to give us something to work with. Where is your code? What have you tried?
    – Marquizzo
    Nov 13 '18 at 0:21










  • I added the code to original post.
    – eddyuk
    Nov 14 '18 at 5:10
















  • Are you loading all images over HTTPS? Maybe it's not working because you load insecure content (via HTTP).
    – Mugen87
    Nov 12 '18 at 11:09










  • You've got to give us something to work with. Where is your code? What have you tried?
    – Marquizzo
    Nov 13 '18 at 0:21










  • I added the code to original post.
    – eddyuk
    Nov 14 '18 at 5:10















Are you loading all images over HTTPS? Maybe it's not working because you load insecure content (via HTTP).
– Mugen87
Nov 12 '18 at 11:09




Are you loading all images over HTTPS? Maybe it's not working because you load insecure content (via HTTP).
– Mugen87
Nov 12 '18 at 11:09












You've got to give us something to work with. Where is your code? What have you tried?
– Marquizzo
Nov 13 '18 at 0:21




You've got to give us something to work with. Where is your code? What have you tried?
– Marquizzo
Nov 13 '18 at 0:21












I added the code to original post.
– eddyuk
Nov 14 '18 at 5:10




I added the code to original post.
– eddyuk
Nov 14 '18 at 5:10












1 Answer
1






active

oldest

votes


















0














You may want to try to preload all the pictures in one function and store them in an array and render them only after all of them have been loaded. Like so:



var all_textures = ;
function init()
loadPicturesFromDirectUrl();
for int (i = 0; i < all_picture.length; i++)
renderPicture(data.pictures[i], all_textures[i])


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
all_textures[currentPictureIndex] = texture
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);






share|improve this answer




















  • I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
    – eddyuk
    Nov 17 '18 at 8:05










  • I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
    – Evan D'Elia
    Nov 19 '18 at 15:51











  • Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
    – eddyuk
    Nov 20 '18 at 5:21










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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









0














You may want to try to preload all the pictures in one function and store them in an array and render them only after all of them have been loaded. Like so:



var all_textures = ;
function init()
loadPicturesFromDirectUrl();
for int (i = 0; i < all_picture.length; i++)
renderPicture(data.pictures[i], all_textures[i])


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
all_textures[currentPictureIndex] = texture
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);






share|improve this answer




















  • I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
    – eddyuk
    Nov 17 '18 at 8:05










  • I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
    – Evan D'Elia
    Nov 19 '18 at 15:51











  • Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
    – eddyuk
    Nov 20 '18 at 5:21















0














You may want to try to preload all the pictures in one function and store them in an array and render them only after all of them have been loaded. Like so:



var all_textures = ;
function init()
loadPicturesFromDirectUrl();
for int (i = 0; i < all_picture.length; i++)
renderPicture(data.pictures[i], all_textures[i])


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
all_textures[currentPictureIndex] = texture
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);






share|improve this answer




















  • I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
    – eddyuk
    Nov 17 '18 at 8:05










  • I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
    – Evan D'Elia
    Nov 19 '18 at 15:51











  • Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
    – eddyuk
    Nov 20 '18 at 5:21













0












0








0






You may want to try to preload all the pictures in one function and store them in an array and render them only after all of them have been loaded. Like so:



var all_textures = ;
function init()
loadPicturesFromDirectUrl();
for int (i = 0; i < all_picture.length; i++)
renderPicture(data.pictures[i], all_textures[i])


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
all_textures[currentPictureIndex] = texture
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);






share|improve this answer












You may want to try to preload all the pictures in one function and store them in an array and render them only after all of them have been loaded. Like so:



var all_textures = ;
function init()
loadPicturesFromDirectUrl();
for int (i = 0; i < all_picture.length; i++)
renderPicture(data.pictures[i], all_textures[i])


function loadPicturesFromDirectUrl(currentPictureIndex)
if (currentPictureIndex === undefined)
currentPictureIndex = 0;

var picture = data.pictures[currentPictureIndex];
var loader = new THREE.TextureLoader();
loader.load(picture.url, function (texture)
all_textures[currentPictureIndex] = texture
currentPictureIndex++;
if (currentPictureIndex > data.pictures.length - 1)
return;

loadPicturesFromDirectUrl(currentPictureIndex);
, null, function (e)
console.log(e);
);


function renderPicture(picture, texture)
var planeGeometry = new THREE.PlaneGeometry(picture.size.width, picture.size.height);
var planeMaterial = new THREE.MeshBasicMaterial( map: texture );
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.position.x = picture.location.x;
planeMesh.position.y = picture.location.y;
planeMesh.rotateY(myzeum.toRadians(180));
scene.add(planeMesh);







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 15 '18 at 22:54









Evan D'EliaEvan D'Elia

415




415











  • I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
    – eddyuk
    Nov 17 '18 at 8:05










  • I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
    – Evan D'Elia
    Nov 19 '18 at 15:51











  • Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
    – eddyuk
    Nov 20 '18 at 5:21
















  • I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
    – eddyuk
    Nov 17 '18 at 8:05










  • I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
    – Evan D'Elia
    Nov 19 '18 at 15:51











  • Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
    – eddyuk
    Nov 20 '18 at 5:21















I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
– eddyuk
Nov 17 '18 at 8:05




I tried that, but even without the rendering, the loading sometimes fails. It goes to onError but there is no details about the error.
– eddyuk
Nov 17 '18 at 8:05












I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
– Evan D'Elia
Nov 19 '18 at 15:51





I think you might also want to try it with the loading manager threejs.org/docs/#api/en/loaders/managers/LoadingManager This way you can guarantee the pictures are being loaded synchronously. Are any particular pictures throwing 404s or 500s?
– Evan D'Elia
Nov 19 '18 at 15:51













Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
– eddyuk
Nov 20 '18 at 5:21




Actually non of them. When loading 10 images for example, 2 being loaded, and second one is returning 200 but as you can see in original post, only few rows of pixels are being loaded. I think it is something internal in three js lib
– eddyuk
Nov 20 '18 at 5:21

















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