Hey all,
I have been working on a 3D project using Three.js & I am hitting a bit of a roadblock when it comes to scaling objects. Also i am trying to dynamically resize a mesh based on user input, but the object’s texture gets all stretched and distorted when I scale it. I have tried using .scale.set(x, y, z)
on the mesh; but that just seems to mess with the proportions.
Is there a better way to handle scaling without messing up the texture? Should I be adjusting something else such as the UV mapping, or is there a different method to go about this?
I have also been getting into java training & I am finding some similarities between handling scaling in 3D and managing object-oriented concepts in Java. If you have any advice on this issue, it would be great!
I have seen some discussions such as How to link multiple 3D object with buttons in three.js? about using THREE.Geometry
and THREE.BufferGeometry
, but I am not sure if that’s the best approach for this scenario.
If anyone have a any advice or guidance please share with me.
Thank you…