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HTML

              
                  <div class="hoge">テクスチャはこちら→</div>
<div id="stage"></div>

              
            
!

CSS

              
                
              
            
!

JS

              
                $(window).on("load", function() {
  init(); //とりあえず最初のドン 
  render();//キャンバスループ!
});

var renderer, canvas, camera;
var texture, textContext, planeMesh;
var textX = 0;//アニメーション用テキスト位置
var scene = new THREE.Scene(); //シーンを作る

function init() {
  
  //カメラ作る
  camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
  camera.position.x = 40;
  camera.position.y = 10;
  camera.position.z = 20;
  camera.lookAt(scene.position);

  //レンダラー作る
  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);

  //axes 便利な座標を出してくれますよ
  var axes = new THREE.AxisHelper(20);
  scene.add(axes);

  //グリッドヘルパーがでる
  var gridHelper = new THREE.GridHelper(10, 5);
  scene.add(gridHelper);
  
  //  メッシュ作り
  var geometry = new THREE.PlaneGeometry(6.4, 3.2, 10, 10);
  var material = new THREE.MeshBasicMaterial({
    map: set_texture()
  });
  planeMesh = new THREE.Mesh(geometry, material);
  planeMesh.material.map.needsUpdate = true;
  scene.add(planeMesh);
  
  //レンダラー追加
  $("#stage").append(renderer.domElement);
  renderer.render(scene, camera);
  
}

//キャンバスのテクスチャ作り
//文字を表示させたの返す
function set_texture() {

  canvas = document.createElement('canvas');
  canvas.width = 64;
  canvas.height = 32;
  textContext = canvas.getContext('2d');
  textContext.font = "20px 'MS Pゴシック'";

  textContext.fillStyle = "rgb(200, 30, 100)";
  textContext.fillText("ぶはははは", 0, 20);

  $(".hoge")[0].appendChild(canvas);
  texture = new THREE.Texture(canvas);
  return texture;

}

function render(){
  window.requestAnimationFrame(render);
  textX--;
  if (textX < -100) {
    textX = 100;
  }
  textContext.fillStyle = "rgb(40, 233, 100)";
  textContext.fillRect(0, 0, 100, 100);
  textContext.fillStyle = "rgb(0, 0, 0)";
  textContext.fillText("ぶはははは", textX, 20);
  planeMesh.material.map.needsUpdate = true;
  
  renderer.render(scene, camera);
}
              
            
!
999px

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