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();
}