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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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Toc

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

Understanding points

As we do with most new concepts, we'll start with an example. In the sources for this chapter, you'll find an example with the name 01-sprites.html. Open this example and you'll see a grid of very uninteresting-looking colored cubes, as shown in the following screenshot:

58 FPS (53-60)

We've also enabled the mouse controls for this example, so you can use the mouse or your trackpad to navigate around this scene. One thing you'll notice is that no matter how you look at the squares, they will always look the same. For instance, the following screenshot shows a view of the same scene from a different position:

56 FPS (49-60)

What you see in this screenshot are a number of sprites. A sprite is a 2D plane that always faces the camera. If you create a sprite without any properties, they are rendered as small, white, two-dimensional...

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