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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

Chapter 3. Working with the Different Light Sources Available in Three.js

In the first chapter, you learned about the basics of Three.js, and in the previous chapter, we looked a bit deeper at the most important parts of the scene: the geometries, meshes, and cameras. You might have noticed that we skipped lights in that chapter even though they make up an important part of every Three.js scene. Without lights, we won't see anything rendered. Since Three.js contains a large number of lights, each of which has a specific use, we'll use this whole chapter to explain the various details of the lights and prepare you for the next chapter on material usage.

Note

WebGL itself doesn't have inherent support for lighting. Without Three.js, you would have to write specific WebGL shader programs to simulate these kinds of lights. A good introduction on simulating lighting in WebGL from scratch can be found at https://developer.mozilla.org/en-US/docs/Web/WebGL/Lighting_in_WebGL...

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