title: Cross-origin image load denied on a local image with THREE.js on Chrome
body: <p>I'm using THREE.js and I get this error in the developer console:</p>
  
  <pre><code>Cross-origin image load denied by Cross-Origin Resource Sharing policy.
  </code></pre>
  
  <p>when I open my script with Chrome.
  The code looks like this:</p>
  
  <pre><code>var particle_system_material = new THREE.ParticleSystemMaterial({
      color: 0xffffff,
      map: THREE.ImageUtils.loadTexture("images/circle.png"),
  });
  </code></pre>
  
  <p>So as you can guess, the:</p>
  
  <pre><code>map: THREE.ImageUtils.loadTexture("images/circle.png");
  </code></pre>
  
  <p>is the problem.
  With Firefox it works very well.</p>
  
  <p>I've read the tips in the following links :
  <a href="https://stackoverflow.com/questions/8018118/chrome-js-cross-origin-image-load-denied">Chrome, three.js: Cross-origin image load denied</a>,
  <a href="https://github.com/mrdoob/three.js/wiki/How-to-run-things-locally" rel="nofollow noreferrer">https://github.com/mrdoob/three.js/wiki/How-to-run-things-locally</a>,
  <a href="https://www.google.fr/search?q=Access-Control-Allow-Origin" rel="nofollow noreferrer">https://www.google.fr/search?q=Access-Control-Allow-Origin</a></p>
  
  <p>I also realized the commands given:</p>
  
  <blockquote>
    <p><strong>Start Chrome executable with a command line flag:</strong></p>
    
    <p>chrome --allow-file-access-from-files</p>
  </blockquote>
  
  <p>nothing works and I'm going crazy. It is just an image on my hard drive with HTML and JS files, no server, no "origin".</p>