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  1. Hey, so I have a merge going on where I am combining a pixi.js canvas with a three.js environment. In the three.js script I import my pixi canvas like so: var canvas = document.getElementById( 'pixi-canvas' ); var texture = new THREE.Texture( canvas );This texture works as expected when used like this: var material = new THREE.MeshBasicMaterial( { map: texture } ); var mesh = new THREE.Mesh(geometry, material) scene.add(mesh)requestAnimationFrame(function animate(nowMsec) { requestAnimationFrame(animate); texture.needsUpdate = true;...} The issue revolves around using this texture in a shader as a uniform. If I load the texture into the shader ala: uniforms : { ...pixiTexture : { type: "t", value: texture},...}or this pixiTexture : { type: "t", value: new THREE.Texture(document.getElementById( 'pixi-canvas' ))},and all I get is black! Is there a way to debug this? 1. How do I load a texture as a uniform without imgUtils? 2. Where would you set texture.needsUpdate in this situation?
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