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;

init();

animate();

function init() {

  var width = window.innerWidth;
  var height = window.innerHeight;

  camera = new THREE.PerspectiveCamera( 35, width / height, 0.1, 2000 );
  camera.position.x = camera.position.y = camera.position.z = 4;
  //camera.up = new THREE.Vector3(0,0,1);
  camera.lookAt(new THREE.Vector3(2.3,1,0));

  scene = new THREE.Scene();
  
  alert(scene)

	//scene.add(mesh);
  
  // 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();

  // autre update possible

  renderer.setSize( window.innerWidth, window.innerHeight );
}

function animate() {
  //requestAnimationFrame( animate );
  render();
}

function render() {
  renderer.clear();
  renderer.render( scene, camera );
  //renderer.clearDepth();
}