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Three.js Cookbook

You're reading from   Three.js Cookbook Over 80 shortcuts, solutions, and recipes that allow you to create the most stunning visualizations and 3D scenes using the Three.js library

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783981182
Length 300 pages
Edition 1st 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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Toc

Table of Contents (9) Chapters Close

Preface 1. Getting Started 2. Geometries and Meshes FREE CHAPTER 3. Working with the Camera 4. Materials and Textures 5. Lights and Custom Shaders 6. Point Clouds and Postprocessing 7. Animation and Physics Index

Using a perspective camera


Three.js provides two cameras: a camera that renders the scene with a perspective projection (as we see images in the real world) and a camera that renders the scene with an orthogonal projection (fake 3D often used in games; for more information on this type of camera, check out the upcoming Using an orthographic camera recipe). In this recipe, we'll look at the first of these two cameras and explain how you can use the perspective camera in your own scene.

Getting ready

Working with the properties of a camera can be a bit confusing at times. To help you better understand the steps or this recipe, we've created a simple page that shows you the effect each of the camera properties has. Open up 03.03-use-an-perspective-camera.html in the browser, and you'll see something like this:

With the last four properties available in the menu in the top-right section, you can set the properties of THREE.PerspectiveCamera, which is used to render this scene, and see the effect...

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