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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

Summary

That's a wrap for this chapter. We've explained what sprites and points are and how you can style these objects with the materials available. In this chapter, you saw how you can use THREE.Sprite directly with THREE.CanvasRenderer and THREE.WebGLRenderer. If you want to create a large number of particles, however, you should use a THREE.Points object. With THREE.Points, all the elements share the same material, and the only property you can change for an individual particle is their color by setting the vertexColors property of the material to true and providing a color value in the colors array of THREE.Geometry used to create THREE.Points. We also showed how you can easily animate particles by changing their position. This works the same for an individual THREE.Sprite ...

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