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Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

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Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js FREE CHAPTER 2. The Basic Components that Make Up a Three.js Application 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Creating THREE.Points from an advanced geometry

If you remember, THREE.Points renders each particle based on the vertices from the geometry supplied. This means that if we provide a complex geometry (for example, a torus knot or a tube), we can create THREE.Points based on the vertices from that specific geometry. In the final section of this chapter, we'll create a torus knot, like the one we saw in Chapter 6Advanced Geometries and Binary Operations, and render it as THREE.Points.

We've already explained the torus knot in the previous chapter, so we won't go into much detail here. We're using the exact code from Chapter 6Advanced Geometries and Binary Operations, and we've added a single menu option that you can use to transform the rendered mesh into THREE.Points. You can find the example (11-create...

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