I have a local file in which I try to load texture like this:
var texture = THREE.ImageUtils.loadTexture( \'image.jpg\' );
var cubeGeo = new THREE.CubeGeomet
If you need to use textures in your project, you can convert images to base64 strings and then just assign them to your variables
Here is the sample: https://codepen.io/tamlyn/pen/RNrQVq
var texture = new THREE.Texture();
texture.image = image;
image.onload = function() {
texture.needsUpdate = true;
};
Where image was read from the base64 string
So you can create res.js and just write there all the textures :) it's not very good, because if you change some images, you have to reconvert them to base64, but it works in any browser (even Ms edge)