JSFiddle - React, Tailwind, and code Playground

by nicolas tenorio

CSS

body {
	  margin: 0;
}
canvas {
	display: block;
}

JavaScript

var camera, scene, renderer;
var geometry, material, mesh;

import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js';

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1.01, 20 );
    camera.position.z = 3;
     camera.position.y = 3;
      camera.position.x = 3;

    scene = new THREE.Scene();
    
   var loa = new THREE.TextureLoader();
        var map1 = loa.load( 'https://upload.wikimedia.org/wikipedia/commons/1/1b/Facebook_icon.svg');
    
        var map2 = loa.load( ''  );
        var geometry = new THREE.BoxBufferGeometry(1,1,1);
var cubeMaterials = [ 
    new THREE.MeshBasicMaterial({map:map1, transparent:true}),
    new THREE.MeshBasicMaterial({map:map1, transparent:true}), 
    new THREE.MeshBasicMaterial({map:map1, transparent:true}),
    new THREE.MeshBasicMaterial({map:map1, transparent:true}), 
    new THREE.MeshBasicMaterial({map:map1, transparent:true}), 
    new THREE.MeshBasicMaterial({map:map1, transparent:true}), 
]; 
// Create a MeshFaceMaterial, which allows the cube to have different materials on each face 
console.log(cubeMaterials)
// var cubeMaterial = new THREE.Mesh(cubeMaterials);  
var cube = new THREE.Mesh(geometry, cubeMaterials);
    scene.add( cube );
    
	

    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
		
		var controls = new OrbitControls( camera, renderer.domElement );

}

function animate() {

    requestAnimationFrame( animate );
    renderer.render( scene, camera );

}