title: Angular / Three.js texture loading fail after ng build
body: <p>On local host texture shows normally, after compile doesnt show nothing</p>
  <p>i dont know if im having a bad use of threejs or whats wrong, if i drop image on assest without any folder the texture apply to all the shape</p>
  <p><a href="https://i.stack.imgur.com/HjR24.png" rel="nofollow noreferrer">On local host</a></p>
  <p><a href="https://i.stack.imgur.com/szj5h.png" rel="nofollow noreferrer">After ng build</a></p>
  <p>my code here</p>
  <pre><code>import { Component } from '@angular/core';
  import * as THREE from 'three'
  import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
  @Component({
   selector: 'app-root',
   templateUrl: './app.component.html',
   styleUrls: ['./app.component.scss']
   })
  export class AppComponent {
  title = 'app';
  constructor() {
   
  const scene = new THREE.Scene();
  scene.background = new THREE.Color(0x000000)
  const camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 10000 );
  
  const renderer = new THREE.WebGLRenderer({antialias:true});
  renderer.setSize( window.innerWidth, window.innerHeight);
  document.body.appendChild( renderer.domElement );
  window.addEventListener('resize',function () {
    let width = window.innerWidth;
    let height = window.innerHeight;
    renderer.setSize(width,height);
    camera.aspect=width/height;
    camera.updateProjectionMatrix();
  });
  const ambientlighting = new THREE.AmbientLight(0xff0080,0.1)
  const lighting = new THREE.PointLight(0xffffff,1.5, 75)
  lighting.position.y = 20;
  lighting.position.x = 20;
  lighting.position.z = 20;
  
  
  const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  const texture = new THREE.TextureLoader().load('./assets/textures/descarga.png');
  
  const material = new THREE.MeshLambertMaterial( { color: 0x96b0bc, map:texture /*wireframe:true*/ } 
   );
  const cube = new THREE.Mesh( geometry, /*cubematerials/**/material );
  scene.add( cube,ambientlighting,lighting);
  
  camera.position.y = 2;
  camera.position.x = 2;
  camera.position.z = 2;
  const controls = new OrbitControls(camera,renderer.domElement);
  controls.update();
  const animate = function () {
    requestAnimationFrame( animate );
  controls.update();
  cube.rotation.x += 0.01;
  cube.rotation.y += 0.01;
  
    renderer.render( scene, camera );
  };
  
  animate();
    }
  }
  </code></pre>