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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

You're reading from   Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition Create stunning 3D graphics in your browser using the Three.js JavaScript library

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Length 422 pages
Edition 1st Edition
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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. Basic Components That Make Up a Three.js Scene FREE CHAPTER 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

Summary

And so we end this chapter on textures. As you've seen, there are lots of different kinds of textures available in Three.js, each with their different uses. You can use any image in the PNG, JPG, GIF, TGA, DDS, or PVR format as a texture. Loading these images is done asynchronously, so remember to either use a rendering loop or add a callback when you load the texture. With textures, you can create great-looking objects from low-poly models and even add fake detailed depth using bump maps and normal maps. With Three.js, it is also easy to create dynamic textures using either the HTML5 canvas element or the video element. Just define a texture with these elements as the input and set the needsUpdate property to true whenever you want the texture to be updated.

With this chapter out of the way, we've pretty much covered all the important concepts of Three.js. We haven't, however, looked at an interesting feature Three.js offers—postprocessing. With postprocessing...

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