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javascript - Three.js and loading a cross-domain image

I know this has been asked before, and I've read ever question and answer I've been able to find, but nothing works.

I'm running this on a local server (IIS). I'm trying to load an image from imgur and then use that as texture for an object using the code:

var savedImage = /[^?]*$/.exec(location.search)[0];
if (savedImage != "") { savedImageLoad("http://i.imgur.com/" + savedImage + ".jpg"); };

    function savedImageLoad(image) {
        var mapOverlay = new THREE.ImageUtils.loadTexture(image);
        sphere.material = new THREE.MeshBasicMaterial({map: mapOverlay, needsUpdate: true});;
        sphere.geometry.buffersNeedUpdate = true;
        sphere.geometry.uvsNeedUpdate = true;
    }

But it's giving the error:

Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at http://i.imgur.com/uBD0g95.jpg may not be loaded.

I've tried placing THREE.ImageUtils.crossOrigin = "anonymous";, or some variation of, at the beginning of my code, at the end, and at other various points. I've added a web.config with

<?xml version="1.0" encoding="utf-8"?>
<configuration>
 <system.webServer>
  <httpProtocol>
    <customHeaders>
      <add name="Access-Control-Allow-Origin" value="*" />
      <add name="Access-Control-Allow-Methods" value="GET,PUT,POST,DELETE,OPTIONS" />
      <add name="Access-Control-Allow-Headers" value="Content-Type" />
    </customHeaders>
  </httpProtocol>
 </system.webServer>
</configuration>

but that didn't work. This also doesn't work on a site hosted on bitbucket.org, which to me says I'm missing something in my code.

It seems to be failing at the sphere.material = new THREE.MeshBasicMaterial({map: mapOverlay, needsUpdate: true});; line, as if I comment that out then there's no error (but then the mesh isn't updated).

I'm really at a loss of what else to try here and any help would be appreciated.

See Question&Answers more detail:os

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Update

In newer versions of THREE.js cross origin images are handled by default. THREE.ImageUtils.loadTexture is deprecated. It's common to use TextureLoader

const loader = new THREE.TextureLoader();
const mapOverlay = loader.load('http://i.imgur.com/3tU4Vig.jpg');

Original Answer

This works

THREE.ImageUtils.crossOrigin = '';
var mapOverlay = THREE.ImageUtils.loadTexture('http://i.imgur.com/3tU4Vig.jpg');

Here's a sample

var canvas = document.getElementById("c");
var renderer = new THREE.WebGLRenderer({canvas: canvas});

var camera = new THREE.PerspectiveCamera( 20, 1, 1, 10000 );
var scene = new THREE.Scene();
var sphereGeo = new THREE.SphereGeometry(40, 16, 8);

var light = new THREE.DirectionalLight(0xE0E0FF, 1);
light.position.set(200, 500, 200);
scene.add(light);
var light = new THREE.DirectionalLight(0xFFE0E0, 0.5);
light.position.set(-200, -500, -200);
scene.add(light);

camera.position.z = 300;

THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('http://i.imgur.com/3tU4Vig.jpg');
var material = new THREE.MeshPhongMaterial({
    map: texture,
    specular: 0xFFFFFF,
    shininess: 30,
    shading: THREE.FlatShading,
});
var mesh = new THREE.Mesh(sphereGeo, material);
scene.add(mesh);

function resize() {
    var width = canvas.clientWidth;
    var height = canvas.clientHeight;
    if (canvas.width != width ||
        canvas.height != height) {
          renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);  // don't update the style. Why does three.js fight CSS? It should respect CSS :(
        
        camera.aspect = canvas.clientWidth / canvas.clientHeight;
        camera.updateProjectionMatrix();
    }
}

function render(time) {
    time *= 0.001;  // seconds
    resize();
    mesh.rotation.y = time;
    renderer.render(scene, camera);
    requestAnimationFrame(render);
}
requestAnimationFrame(render);
body {
    margin: 0;
}

#c {
    width: 100vw;
    height: 100vh;
    display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<canvas id="c"></canvas>

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