Three.js BASE
by jeum
HTML
<script src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
CSS
body {
padding:0;
margin:0;
overflow:hidden;
}
JavaScript
var camera, scene, renderer;
//var cameraOrtho, sceneOrtho;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
camera.position.z = 1500;
//cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
//cameraOrtho.position.z = 10;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
sceneOrtho = new THREE.Scene();
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false; // To allow render overlay on top of sprited sphere
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
//cameraOrtho.left = - width / 2;
//cameraOrtho.right = width / 2;
//cameraOrtho.top = height / 2;
//cameraOrtho.bottom = - height / 2;
//cameraOrtho.updateProjectionMatrix();
// autre update possible
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.clear();
renderer.render( scene, camera );
renderer.clearDepth();
//renderer.render( sceneOrtho, cameraOrtho );
}