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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 FREE CHAPTER 2. The Basic Components that Make Up a Three.js Application 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

Basic animations

Before we look at the examples, let's do a quick recap of what was shown in Chapter 1, Creating Your First 3D Scene with Three.js on the render loop. To support animations, we need to tell Three.js to render the scene every so often. For this, we use the standard HTML5 requestAnimationFrame functionality, as follows:

render(); 
 
function render() { 
 
  // render the scene 
  renderer.render(scene, camera); 
  // schedule the next rendering using requestAnimationFrame 
  requestAnimationFrame(render); 
} 

With this code, we only need to call the render() function once when we're done initializing the scene. In the  render() function itself, we use requestAnimationFrame to schedule the next rendering. This way, the browser will make sure the render() function is called at the correct interval...

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