I am trying export Blender models to threejs.org as DAE model but have problem with models with texture.

To make things simpler, here are the steps I perform (and fail) to add texture to simple "Startup file" which contains a cube, camera, and light:

  1. Select the cube
  2. In the Materials panel, make sure the default Material for the cube is selected.
  3. In the Texture panel, make sure "Tex" (the default texture for the material) is selected.
  4. For this texture, set Type to "Image or Movie"
  5. In the Image section of panel, open a grass1.jpg (a 512x512 image) as the texture.
  6. In the Mapping section, change the Coordinates to UV.
  7. Export the model as Collada model, checking "Include UV Textures", "Include Material Textures", and "Copy" checkboxes.

You can download blend, dae, and texture file mentioned in these steps.

Then I use the following code to load the DAE model, but I get this error and the cube is not shown:

256 [.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 2 WebGL: too many errors, no more errors will be reported to the console for this context.

enter image description here

<script src="js/three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/ColladaLoader.js"></script>
    var scene, camera, renderer;

    function init() {
        scene = new THREE.Scene();
        var WIDTH = window.innerWidth,
            HEIGHT = window.innerHeight;

        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(WIDTH, HEIGHT);

        camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.1, 10000);

        window.addEventListener('resize', function() {
        var WIDTH = window.innerWidth,
            HEIGHT = window.innerHeight;
            renderer.setSize(WIDTH, HEIGHT);
            camera.aspect = WIDTH / HEIGHT;

        var loader = new THREE.ColladaLoader();

        loader.load( 'models/untitled.dae', function(geometry) {
            dae = geometry.scene;
            var gridXZ = new THREE.GridHelper(100, 10);
            gridXZ.setColors( new THREE.Color(0x8f8f8f), new THREE.Color(0x8f8f8f) );

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

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

And here is the screenshot of Blender after mentioned 7 steps:

enter image description here

Update: Exporting as js file using JSON exporter for Blender doesn't work either.

  • $\begingroup$ What formats does three.js accept? Have you tried exporting to a different format? $\endgroup$
    – Justin
    Jul 20, 2014 at 23:51
  • 1
    $\begingroup$ Also, you might try asking this question on either gamedev.stackexchange.com or stackoverflow.com. This isn't really a Blender question, but a three.js question. $\endgroup$
    – Justin
    Jul 21, 2014 at 5:01
  • $\begingroup$ solutiondesign.com/webgl-and-three-js-texture-mapping describes how to setup the uv map programmatically you could use this with blender.stackexchange.com/questions/6403/… $\endgroup$
    – stacker
    Jul 21, 2014 at 5:57
  • $\begingroup$ @Justin: I exported the model as a JSON file, got the exactly same error. And while I agree that this question is not directly about Blender, I thought people over here have more knowledge about the textures and decided to give it a try. $\endgroup$
    – Isaac
    Jul 21, 2014 at 6:40
  • 5
    $\begingroup$ This question appears to be off-topic because it is about an error with a three.js script. $\endgroup$
    – David
    Jul 21, 2014 at 13:52


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