Texture on dynamically created object

Without this line, the resulting shape will be at the plane, parallel to XY-plane.

The idea is, using a quaternion, put points to a plane, parallel to XY-plane, build a shape and a geometry of THREE.ShapeGeometry() and apply original points, as we have a set of faces, we just use old points instead of current ones in the geometry.

There are UVs for the shape from the fiddle:
Shape_UVs

And there’s no surprise why:

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