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Home/ Questions/Q 8534705
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T10:15:28+00:00 2026-06-11T10:15:28+00:00

I’m trying to animate a Canvas-based texture that is mapped onto a plane, like

  • 0

I’m trying to animate a Canvas-based texture that is mapped onto a plane, like a billboard. I’ve made a point of including material.needsUpdate & texture.needsUpdate, but I’m still unable to get the texture to come to life. I’ve also included a rotating cube just so I know the animation routine is functioning on some level.

Here is the code:

<body>
  <script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>
  <script>
    if (window.innerWidth === 0) {
        window.innerWidth = parent.innerWidth;
        window.innerHeight = parent.innerHeight;
    }

    var camera, scene, renderer;
    var mesh, geometry, material;
    var light, sign, animTex;
    var canvas, context;

    init();
    animate();

    function init() {

        camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1200);
        camera.position.z = 700;

        scene = new THREE.Scene();

        material = new THREE.MeshLambertMaterial(
            {
                color: 0x885522,
                wireframe: false,
                overdraw: false
            });

        geometry = new THREE.CubeGeometry(80, 120, 100, 1, 1, 1);
        mesh = new THREE.Mesh(geometry, material);

        sign = createSign();

        light = new THREE.DirectionalLight(0xFFFFFF, 3.0);
        light.position = new THREE.Vector3(5, 10, 7);
        light.target = new THREE.Vector3(0, 0, 0);

        scene.add(mesh);
        scene.add(sign);
        scene.add(light);

        renderer = new THREE.CanvasRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
    }

    function createSign() {
        canvas = document.createElement("canvas");
        context = canvas.getContext("2d");
        canvas.width = 200;
        canvas.height = 200;
        context = canvas.getContext("2d");
        var texture = new THREE.Texture(canvas);
        texture.needsUpdate = true;
        var material = new THREE.MeshBasicMaterial({ map : texture, overdraw: true });
        material.needsUpdate = true;
        var mesh = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), material);
        mesh.doubleSided = true;
        return mesh;
    }

    function animate() {

        var time = Date.now()*0.01;
        var sinTime = Math.sin(time * 0.05) * 100;
        var cosTime = Math.cos(time * 0.05) * 100;

        mesh.rotation.y = sinTime*0.01;

        requestAnimationFrame(animate);
        context.fillStyle = "black";
        context.fillRect(0, 0, canvas.width, canvas.height);
        context.fillStyle = "white";
        context.fillRect((canvas.width/2) + sinTime, (canvas.height/2) + cosTime, 20, 20)
        renderer.render(scene, camera);
    }

This runs, but I can’t seem to get the Canvas texture material to update. What have I overlooked?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-11T10:15:29+00:00Added an answer on June 11, 2026 at 10:15 am

    Place this right before your render() call:

    sign.material.map.needsUpdate = true;
    
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