Search icon CANCEL
Subscription
0
Cart icon
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Learning Three.js - the JavaScript 3D Library for WebGL

You're reading from  Learning Three.js - the JavaScript 3D Library for WebGL

Product type Book
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Pages 422 pages
Edition 1st Edition
Languages
Author (1):
Jos Dirksen Jos Dirksen
Profile icon Jos Dirksen

Table of Contents (20) Chapters

Learning Three.js – the JavaScript 3D Library for WebGL Second Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Creating Your First 3D Scene with Three.js 2. Basic Components That Make Up a Three.js Scene 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

Using textures to style particles


In the previous example, we saw how you could style THREE.PointCloud and individual THREE.Sprite objects using an HTML5 canvas. Since you can draw anything you want and even load external images, you can use this approach to add all kinds of styles to the particle system. There is, however, a more direct way to use an image to style your particles. You can use the THREE.ImageUtils.loadTexture() function to load an image as THREE.Texture. THREE.Texture can then be assigned to the map property of a material.

In this section, we'll show you two examples and explain how to create them. Both these examples use an image as a texture for your particles. In the first example, we create a simulation of rain, 06-rainy-scene.html. The following screenshot shows this example:

The first thing we need to do is get a texture that will represent our raindrop. You can find a couple of examples in the assets/textures/particles folder. In Chapter 9, Animations and Moving the...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}