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  • Book Overview & Buying Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition
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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

By : Jos Dirksen
4.4 (14)
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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

4.4 (14)
By: Jos Dirksen

Overview of this book

If you know JavaScript and want to start creating 3D graphics that run in any browser, this book is a great choice for you. You don't need to know anything about math or WebGL; all that you need is general knowledge of JavaScript and HTML.
Table of Contents (14 chapters)
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8
8. Creating and Loading Advanced Meshes and Geometries
13
Index

Summary


That's a wrap for this chapter. We've explained what particles, sprites, and particle systems are and how you can style these objects with the available materials. In this chapter, you saw how you can use THREE.Sprite directly with THREE.CanvasRenderer and THREE.WebGLRenderer. If you want to create a large number of particles, however, you should use THREE.PointCloud. With THREE.PointCloud, all the particles share the same material, and the only property you can change for an individual particle is their color by setting the vertexColors property of the material to THREE.VertexColors and providing a color value in the colors array of THREE.Geometry used to create THREE.PointCloud. We also showed how you can easily animate particles by changing their position. This works the same for an individual THREE.Sprite instance and the vertices from the geometry used to create THREE.PointCloud.

So far, we have created meshes based on geometries provided by Three.js. This works great for simple...

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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition
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