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HTML

              
                <canvas id="c"></canvas>
  
              
            
!

CSS

              
                body {
  margin: 0;
}
#c {
  width: 100vw;
  height: 100vh;
  display: block;
}

              
            
!

JS

              
                // Three.js - Textured Cube - Wait for Texture
// from https://threejsfundamentals.org/threejs/threejs-textured-cube-wait-for-texture.html


import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r119/build/three.module.js';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 75;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 5;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 2;

  const scene = new THREE.Scene();

  const boxWidth = 1;
  const boxHeight = 1;
  const boxDepth = 1;
  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);

  const cubes = [];  // just an array we can use to rotate the cubes
  const loader = new THREE.TextureLoader();
  loader.load('https://threejsfundamentals.org/threejs/resources/images/wall.jpg', (texture) => {
    const material = new THREE.MeshBasicMaterial({
      map: texture,
    });
    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);
    cubes.push(cube);  // add to our list of cubes to rotate
  });

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    cubes.forEach((cube, ndx) => {
      const speed = .2 + ndx * .1;
      const rot = time * speed;
      cube.rotation.x = rot;
      cube.rotation.y = rot;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();

              
            
!
999px

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