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Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

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Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. The Basic Components that Make Up a Three.js Application FREE CHAPTER 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Points and Sprites

In previous chapters, we discussed the most important concepts, objects, and APIs that Three.js has to offer. In this chapter, we'll look into the only concept we've skipped until now: points and sprites. With THREE.Points (sometimes also called sprites), it is very easy to create many small objects that you can use to simulate rain, snow, smoke, and other interesting effects. For instance, you can render individual geometries as a set of points and control these points separately. In this chapter, we'll explore the various point- and sprite-related features provided by Three.js. To be more specific, we'll look at the following subjects in this chapter:

  • Creating and styling particles using THREE.SpriteMaterial
  • Using THREE.Points to create a grouped set of points
  • Creating a THREE.Points object from existing geometries
  • Animating...
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