oscillate saturation of a mesh, for threejs_playGnd
/* ------------------- INSTRUCTIONS ----- | |
to oscillate saturation | |
add the code below to your draw() fucntion | |
-------------------------------------- */ | |
var s = Math.sin( Date.now() * 0.002 ); | |
mesh.material.color.setHSL(0.5, s, 0.5 ); | |
// ** NOTE ** only 'Basic', 'Lambert' and 'Phong' | |
// material have a color property, the | |
// 'Normal' material has no color property | |
/* -------------------------------------- | |
try also, moving and/or spinning your mesh | |
add the code below to your draw() function | |
-------------------------------------- */ | |
mesh.position.x = Math.sin( Date.now() * 0.001 ) * 50; | |
mesh.rotation.z = Date.now() * 0.0005; | |
/* -------------------------------------- | |
try also leaving trails | |
replace the 'renderer = new ...' on line 27 | |
in the setup() function, with the code below | |
-------------------------------------- */ | |
renderer = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } ); | |
renderer.autoClearColor = false; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment