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HTML

              
                <h1>Plane flags</h1>

<p>This demo shows a texture-mapping of a computed texture onto a
  simple <code>THREE.PlaneGeometry</code>.</p>

<pre id="TextureParamsDisplay"></pre>


              
            
!

CSS

              
                body {
  max-width: 100%;
}
/* feel free to style the canvas any way you want. If you want it to
      use the entire window, set width: 100% and height: 100%. */

canvas {
  width: 80%;
  height: 500px;
  display: block;
  margin: 10px auto;
}

              
            
!

JS

              
                function updateTextureParams(quad, sMin, sMax, tMin, tMax) {
    var elt = quad.faceVertexUvs[0]; // dunno why they have this 1-elt array
    var face0 = elt[0];
    face0[0] = new THREE.Vector2(sMin,tMax);
    face0[1] = new THREE.Vector2(sMin,tMin);
    face0[2] = new THREE.Vector2(sMax,tMax);
    var face1 = elt[1];
    face1[0] = new THREE.Vector2(sMin,tMin);
    face1[1] = new THREE.Vector2(sMax,tMin); //(sMax,tMin);
    face1[2] = new THREE.Vector2(sMax,tMax);
    quad.uvsNeedUpdate = true;
}

function makeFlag(name) {
    var flagTexture = TW.makeFlagTexture(name);
    flagTexture.flipY = guiParams.flipY;
    var flagGeom = new THREE.PlaneGeometry( 8, 4);
    if(!guiParams.flipY) {
        updateTextureParams(flagGeom,0,0.75,0.81,0);
    } else {
        updateTextureParams(flagGeom,0,0.75,0.19,1); // 1-0.81
    }
    document.getElementById('TextureParamsDisplay').innerHTML = TW.stringifyGeometry(flagGeom);
    var flagMat = new THREE.MeshBasicMaterial(
        {
            color: THREE.ColorKeywords.white,
            map: flagTexture,
        });
    var flagMesh = new THREE.Mesh( flagGeom, flagMat );
    return flagMesh;
}

// ================================================================
var guiParams = {
    flag: "US-RWB",
    sMin: 0,
    sMax: 1,
    tMin: 0,
    tMax: 1,
    flipY: false,
    lastParam: null
}

var scene = new THREE.Scene();
var flag = makeFlag(guiParams.flag);
scene.add(flag);

var renderer = new THREE.WebGLRenderer();

TW.mainInit(renderer,scene);

var state = TW.cameraSetup(renderer,
                           scene,
                           {minx: -4, maxx: 4,
                            miny: -2, maxy: 2,
                            minz: 0, maxz: 1});


function redoScene() {
    scene.remove(flag);
    flag = makeFlag(guiParams.flag);
    scene.add(flag);
    TW.render();
}

var gui = new dat.GUI();
gui.add(guiParams,"flag",["nascar","checks","US-Gray","US-RWB"]).onChange(redoScene);
gui.add(guiParams,"flipY").onChange(redoScene);

              
            
!
999px

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