Created
February 21, 2019 18:56
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<script> | |
// initialize the renderer | |
var renderer = new THREE.WebGLRenderer(); | |
// This is usually used for HiDPI device to prevent blurring output canvas (docs) | |
renderer.setPixelRatio(window.devicePixelRatio); | |
// sets the viewport size (docs) | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
// A canvas where the renderer draws its output (docs) | |
// The renderer gives us a domElement (our viewport) and we append it as a child to webglviewer | |
document.getElementById('webglviewer').appendChild(renderer.domElement); | |
// Scenes allow you to set up what and where is to be rendered by three.js. This is where you place objects, lights, and cameras (docs) | |
// We initialize a scene and get a reference to it which we store in the variable scene | |
var scene = new THREE.Scene(); | |
// Initialize a camera that uses perspective projection (docs) | |
// The second parameter set the ratio of camera view to the ratio of the window itself | |
// The third and the fourth parameters decide the near and far plane of the camera | |
// Any object with a lower distance than the third parameter will not be visible | |
// Any object with a higher distance than the fourth parameter will not be visible | |
var camera = new THREE.PerspectiveCamera( | |
75, | |
window.innerWidth / window.innerHeight, | |
1, | |
10000000); | |
// Set the position of the in the scene | |
camera.position.set(0, 0, 0); | |
// Make the camera point in a particular direction | |
// We don't really have a lot of things to points towards so pointing towards a point at the (10, 0, 0) coordinates does not sound like a bad idea. | |
camera.lookAt(10, 0, 0); | |
// push the scene and the camera into the renderer | |
renderer.render(scene, camera); | |
</script> |
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