title: Three.js partially stretched texture
body: <p>I am using the Collada loader to load my 3D object in Three.js r65. And at the loading callback I apply immediatly a texture to all parts of the model with the following code.</p>
  
  <pre><code>var loader = new THREE.ColladaLoader();
  
  loader.options.convertUpAxis = true;
  loader.load('obj/cdg/Grenada-test1.dae', function(collada) {
  
      var texture = new THREE.ImageUtils.loadTexture("../models/textures/Gr1 08869 Bready Grey.jpg");
  
  
      var material = new THREE.MeshPhongMaterial({map: texture, tranparent: true});
      for (var i = 0; i &lt; collada.scene.children.length; i++) {
          collada.scene.children[i].material = material;
      }
  
  });
  </code></pre>
  
  <p>In Three.js it looks like this (texture is stretched at certain locations).</p>
  
  <p><img src="https://i.stack.imgur.com/a9NlT.png" alt="Couch in Three.js"></p>
  
  <p>The object is showing fine in Unity 3D with an texture applied, see the following image.</p>
  
  <p><img src="https://i.stack.imgur.com/DddRt.png" alt="Couch in unity"></p>
  
  <p>What I have tried:</p>
  
  <ul>
  <li>Updating the UV mapping in Three.js and in Blender</li>
  <li>Load the model in a different program (Unity 3D) to see if the problem occurs there</li>
  <li>Searched numerous SO questions, but no avail</li>
  </ul>
  
  <p>Does anybody know what is going on here and how I can solve this weird texture issue?</p>
  
  <p>Thanks in advance!</p>
  
  <p><strong>Edit:</strong></p>
  
  <p>This is what it looks like with <code>texture.repeat.set( 2, 2 )</code>
  <img src="https://i.stack.imgur.com/ycAF0.png" alt="Three.js model with texture repeat 2"></p>
  
  <p>This is what is looks like with  <code>texture.repeat.set( 10, 10 )</code>
  <img src="https://i.stack.imgur.com/Z9Mio.png" alt="Three.js model with texture repeat 10"></p>
  
  <p>The texture repeat makes the texture dissapear and a solid color is replacing the texture...</p>