Multiple texture

HTML

<div id="info">Multiple Material</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
    
</script>

CSS

#info {
    position: absolute;
    top: 0px;
    width: 100%;
    padding: 10px;
    text-align: center;
    color: #ffff00
}
body {
    overflow: hidden;
}

JavaScript

var camera, scene, renderer, light, controls;

init();
animate();

function init() {
    scene = new THREE.Scene();

    camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.z = 500;
    scene.add(camera);

    THREE.ImageUtils.crossOrigin = '';
    var texture1 = THREE.ImageUtils.loadTexture('http://jyunming-chen.github.io/tutsplus/images/chia.jpg');
    var texture2 = THREE.ImageUtils.loadTexture('http://jyunming-chen.github.io/tutsplus/images/stone.jpg');
    var plane;
    var geom = new THREE.PlaneGeometry(100, 100, 4, 4);
    var material1 = new THREE.MeshBasicMaterial({
        map: texture1,
        //side: THREE.DoubleSide,
        transparent: true,
        opacity: 0.315
    });
    var material2 = new THREE.MeshBasicMaterial({
        map: texture2,
        side: THREE.DoubleSide,
        transparent: true,
        opacity: 0.315
    });
    /*   var material2 = new THREE.MeshBasicMaterial ({
        wireframe: true
   });
 */
    // create a multimaterial
    var plane = THREE.SceneUtils.createMultiMaterialObject(geom, [material1, material2]);
    scene.add(plane);

    light = new THREE.PointLight(0xffffff);
    light.position.set(100, 300, 200);
    scene.add(light);

    renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0x888888);

    controls = new THREE.OrbitControls(camera, renderer.domElement);

    document.body.appendChild(renderer.domElement);
}

function animate() {
    controls.update();

    requestAnimationFrame(animate);
    render();
}

function render() {
    renderer.render(scene, camera);
}