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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

We talked about a lot of different postprocessing options in this chapter. As you saw, creating THREE.EffectComposer and chaining passes together is actually very easy. You just have to keep in mind a few things. Not all passes output to the screen. If you want to output to the screen, you can always use THREE.ShaderPass with THREE.CopyShader. The sequence in which you add passes to a composer is important. Effects are applied in that sequence. If you want to reuse the result from a specific THREE.EffectComposer instance, you can do this by using THREE.TexturePass. When you have more than one THREE.RenderPass in your THREE.EffectComposer, make sure to set the clear property to false. If not, you'll only see the output from the last THREE.RenderPass step. If you only want to apply an effect to a specific object, you can use THREE.MaskPass. When you're done with the mask, clear the mask with THREE.ClearMaskPass. Besides the standard passes provided by Three.js, there are...

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