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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

Understanding particles


Like we do with most new concepts, we'll start with an example. In the sources for this chapter, you'll find an example with the name 01-particles.html. Open this example and you'll see a grid of very uninteresting-looking white cubes, as shown in the following screenshot:

What you see in this screenshot are 100 sprites. A sprite is a 2D plane that always faces the camera. If you create a sprite without any properties, they are rendered as small, white, two-dimensional squares. These sprites were created with the following lines of code:

function createSprites() {
  var material = new THREE.SpriteMaterial();
  for (var x = -5; x < 5; x++) {
    for (var y = -5; y < 5; y++) {
      var sprite = new THREE.Sprite(material);
      sprite.position.set(x * 10, y * 10, 0);
      scene.add(sprite);
    }
  }
}

In this example, we create the sprites manually using the THREE.Sprite(material) constructor. The only item we pass in is a material. This has to be either THREE...

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