title: Three.js Using 2D texture\sprite for animation (planeGeometry)
body: <p>I'm quite new in html5 and three.js. I've been experimenting a bit with it, and basically what I want done is to have a Mesh (I'm using planeGeometry, as the tutorial I followed used it). The Mesh shows different Textures, which can change later on.</p>
  
  <p>Here's what my code looks like:</p>
  
  <pre><code>angelTexture = THREE.ImageUtils.loadTexture("images/textures/chars/angel/angel.png");
  angelTexture.offset.x = -0.75;
  angelTexture.offset.y = -0.75;
  
  angelMesh = new THREE.Mesh( new THREE.PlaneGeometry(79, 53, 79, 53), new THREE.MeshBasicMaterial( { map: angelTexture, wireframe: false } ));
  
  angelMesh.position.x = 0;
  angelMesh.position.y = 0;
  scene.add(angelMesh);
  </code></pre>
  
  <p>The problem is that whenever I offset, the Mesh seems big enough to show all the other Sprites (I'm using the texture as a 2D Sprite that I offset to animate it). The result is quite disastrous and I am still figuring out how to control how big the Mesh is so that it shows only one snapshot of the Sprite. All my attempts seem only to resize the Mesh as well as the underlying Texture and still shows all the Sprites.</p>
  
  <p>Can someone point me in the right direction? Thanks in advance.</p>
  
  <p>...</p>
  
  <p>My friend came up with a solution...
  I missed the repeat property.</p>
  
  <pre><code>angelTexture = THREE.ImageUtils.loadTexture("images/textures/chars/angel/angel.png");
  angelTexture.offset.x = -0.75; 
  angelTexture.offset.y = -0.75;
  
  angelTexture.repeat.x = 0.25;
  angelTexture.repeat.y = 0.25;   
  scene.add(angelMesh);
  </code></pre>
  
  <p>Hope this helps others having the same problem.</p>