three.js ImageUtils.loadTexture don't show Image

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Hi @ all,


I'm trying a tutorial on using three.js. Now I have the problem, that image that I'm using in MeshPhongMaterial doesn't shown on screen.


Here some code.

var geometry = new THREE.SphereGeometry(0.5, 32, 32);var texture = new THREE.ImageUtils.loadTexture('images/earthmap1k.jpg');var material = new THREE.MeshPhongMaterial({map: THREE.ImageUtils.loadTexture('images/earthmap1k.jpg')});material.bumpMap = THREE.ImageUtils.loadTexture('images/earthbump1k.jpg');material.bumpScale = 0.05;var earthMesh = new THREE.Mesh(geometry, material);var renderer = new THREE.WebGLRenderer();var $container = $('#container');var scene = new THREE.Scene();scene.add(earthMesh);var light = new THREE.AmbientLight(0x888888);scene.add(light);var light = new THREE.DirectionalLight( 0xCCCCCC, 1 )light.position.set(5,3,5)scene.add( light ) renderer.setSize(window.innerWidth, window.innerHeight);$container.append(renderer.domElement);var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000 );camera.position.z = 1.renderer.render(scene, camera);

All I see is black.


I'm working on Linux with Firefox 20. The Directory has 0777 rights recursive to subfolders an files.


What is the problem here? 


Best regards



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Hi goldenratio,


no errors in console. 

I´ve tried this on weekend on my windows 7 machine but the same problems, tried it with chrome and ff.

Don´t understand why. 

By debugging no abnormalities!


Trying another Tutorial with using texture creates the error:

  1. Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': the cross-origin image at file:///C:/webgltests/webglearth/images/crate.jpg may not be loaded. three.js:25684
    1. setTexturethree.js:25684
    2. loadUniformsGenericthree.js:24607
    3. setProgramthree.js:24136
    4. renderBufferthree.js:22515
    5. renderObjectsthree.js:23205
    6. (anonymous function)

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