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  • 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

Creating a scene

In the previous chapter, you created THREE.Scene, so you already know the basics of Three.js. We saw that for a scene to show anything, we need three types of components:

Component

Description

Camera

This determines what is rendered on the screen.

Lights

These have an effect on how materials are shown and 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: cubes, spheres, and the like.

THREE.Scene serves as the container for all these different objects. This object itself doesn't have that many options and functions.

Note

THREE.Scene is a structure that is sometimes also called a scene graph. A scene graph is a structure that can hold all necessary information of a graphical scene. In Three.js, this means that THREE.Scene contains all the objects, lights, and other objects necessary for rendering...

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