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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

Summary

We will now end this chapter on textures. As you've seen, there are a lot of different kinds of textures available in Three.js, each with a different use. You can use any image in the PNG, JPG, GIF, TGA, DDS, PVR, TGA, KTX, EXR, or RGBE format as a texture. Loading these images is done asynchronously, so remember to either use a rendering loop or add a callback when you load a texture. With the different types of textures available, you can create great-looking objects from low-poly models.

With Three.js, it is also easy to create dynamic textures, using either the HTML5 canvas element or the video element. Just define a texture with these elements as the input, and set the needsUpdate property to true whenever you want the texture to be updated.

With this chapter out of the way, we've pretty much covered all of the...

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