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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

Creating a scene

In the previous Chapter 1, Creating Your First 3D Scene with Three.js, you created THREE.Scene, so you already know the basics of Three.js. We saw that for a scene to show anything, we need four types of component:

Component

Description

Camera

This determines what is rendered on the screen.

Lights

These have an effect on how materials are shown and are used when creating shadow effects (discussed in detail in Chapter 3, Working with the Different Light Sources Available in Three.js).

Objects

These are the main objects that are rendered from the perspective of the camera, they include cubes, spheres, and point clouds.

Renderer

Uses the camera and the information from the scene to draw the output on the screen.

 

THREE.Scene serves as the container for the lights and the objects. THREE.Scene itself...

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