Button click on framebuffer texture example not working

I tweak a bit of https://threejs.org/examples/?q=fra#webgl_framebuffer_texture 's code

and show texture on main section on 80% right and left 20% of side bar.

and on side bar, there’s a button which call function to alert("!")
but when click button to call alert, it’s not working. I think button click itself is not working.

below is full code , can anyone check why button click is not working ?

    <!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - framebuffer - texture</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background:#777;
				padding:0;
				margin:0;
				overflow:hidden;
			}
			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
			}
			a {
				color: #ffffff;
			}
			#overlay {
				position: fixed;
				display: flex;
				flex-direction: column;
				justify-content: center;
				align-items: center;
				height: 100%;
				width: 100%;
				top: 0;
				z-index: 999;
			}
			#overlay > div {
				height: 128px;
				width: 128px;
				border: 1px solid white;
			}
		</style>

<script src="//code.jquery.com/jquery-3.2.1.min.js"></script>
		<script src="./three.min.js"></script>
		<script src="./OrbitControls.js"></script>

	</head>
	<body>

        <div id="leftSide" onclick="randomCube()" style="width: 20%;
        height: -webkit-fill-available;
        float: left;
        background-color: aliceblue;">
        <h1>Hello
  
        </h1>
             <span>발생기{title}</span>
             <button onclick="randomCube()">click to generate</button>

             </div>
        <div class="main" id="main" style="width: 80%;
        float: right;">
        </div>

		<div id="overlay">
			<div>
			</div>
		</div>

		<script>
			var camera, scene, renderer;
			var mesh, sprite, texture;
			var cameraOrtho, sceneOrtho;
			var dpr = window.devicePixelRatio;
			var textureSize = 128 * dpr;
			var vector = new THREE.Vector2();
			init();
            animate();
            function randomCube(){
                alert("!")
                const RADIUS = 40
                const geometrys = new THREE.OctahedronGeometry(RADIUS, 0);
					var object = new THREE.Mesh( geometrys, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
					object.position.x = 0
					object.position.y = 0
					object.position.z = 0;
					object.castShadow = true;
					object.receiveShadow = true;
					scene.add( object );
            }
			function init() {
				//
				var width = window.innerWidth;
				var height = window.innerHeight;
				camera = new THREE.PerspectiveCamera( 70, width / height, 1, 1000 );
				camera.position.z = 20;
				cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
				cameraOrtho.position.z = 10;
				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x20252f );
				sceneOrtho = new THREE.Scene();
				// mini screen shown upper -left side of main screen. 
				var geometry = new THREE.TorusKnotBufferGeometry( 3, 1, 256, 32 );
				var material = new THREE.MeshStandardMaterial( { color: 0x6083c2 } );
                mesh = new THREE.Mesh( geometry, material );
                console.log(mesh);
				scene.add( mesh );
				//
				var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
				scene.add( ambientLight );
				var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
				camera.add( pointLight );
				scene.add( camera );
				//
				var data = new Uint8Array( textureSize * textureSize * 3 );
				texture = new THREE.DataTexture( data, textureSize, textureSize, THREE.RGBFormat );
				texture.minFilter = THREE.NearestFilter;
				texture.magFilter = THREE.NearestFilter;
				texture.needsUpdate = true;
				//
				var spriteMaterial = new THREE.SpriteMaterial( { map: texture } );
				sprite = new THREE.Sprite( spriteMaterial );
				sprite.scale.set( textureSize, textureSize, 1 );
				sceneOrtho.add( sprite );
				updateSpritePosition();
				//
				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.autoClear = false;
                $(".main").append( renderer.domElement );
				//
				var overlay = document.getElementById( 'overlay' );
				var controls = new THREE.OrbitControls( camera, overlay );
				controls.enablePan = false;
				//
				window.addEventListener( 'resize', onWindowResize, false );
			}
			function onWindowResize() {
				var width = window.innerWidth;
				var height = window.innerHeight;
				camera.aspect = width / height;
				camera.updateProjectionMatrix();
				cameraOrtho.left = - width / 2;
				cameraOrtho.right = width / 2;
				cameraOrtho.top = height / 2;
				cameraOrtho.bottom = - height / 2;
				cameraOrtho.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
				updateSpritePosition();
			}
			function updateSpritePosition() {
				var halfWidth = window.innerWidth / 2;
				var halfHeight = window.innerHeight / 2;
				var halfImageWidth = textureSize / 2;
				var halfImageHeight = textureSize / 2;
				sprite.position.set( - halfWidth + halfImageWidth, halfHeight - halfImageHeight, 1 );
			}
			function animate() {
				requestAnimationFrame( animate );
				// mesh.rotation.x += 0.005;
				mesh.rotation.y += 0.005;
				renderer.clear();
				renderer.render( scene, camera );
				// calculate start position for copying data
				vector.x = ( window.innerWidth * dpr / 2 ) - ( textureSize / 2 );
				vector.y = ( window.innerHeight * dpr / 2 ) - ( textureSize / 2 );
				renderer.copyFramebufferToTexture( vector, texture );
				renderer.clearDepth();
				renderer.render( sceneOrtho, cameraOrtho );
			}
		</script>

	</body>
</html>

Hi!

Why not add an event listener right in the code instead?
Add an id to the button (for example: <button id="btnRandomCube">click to generate</button>) and then in the script:

btnRandomCube.addEventListener("click", randomCube);

I tried, but don’t work neither.
<button id=“btnRandomCube”>click to generate</button/>
init(){

document.getElementById(“btnRandomCube”).addEventListener(“click”, randomCube);


}

it dosent’ go to randomCube function at all

overlay div is atop of all the elements, it covers your button.

1 Like

ohhhh!!!
Thank you for saving my day :slight_smile:

You’re welcome :slight_smile: :beers: