Chrisssie's public fiddles
-
Raycast - Line
simple recast-to-line example
-
Pivot Camera
That's the inverse of an OrbitControlled camera. Camera position remains fixed, but target orbits.
-
TexFont for Three.js Demo
Demonstrates the use of a bitmapped font texture within Three.js
-
Globe Markers using Texfont
Demonstrates the use of a bitmapped font texture for use in a globe with labels
-
Better Reflections via Normals Interpolation in JavaScript Demo
Demonstrates potential for improvements of reflections through proper normals interpolation - JS only. (Preempts the results of an advanced shader yet to be developed).
-
Improved reflections in LatheGeometry within Three.js
Reflections are improved through alternative normals interpolation on the JS side.
-
Fixed normals in a LatheGeometry within Three.js
Un-comment ONE of the imported three.module.js files, to appreciate the difference in texturing and vertex normals quality
-
Fun with Normals
forked from [email protected]
-
Proof of Concept: non affine texturing within Three.js
Un-comment ONE of the imported three.module.js files, to appreciate the difference in texturing quality
-
WebGL - Correctly Texturing Irregular Quadrilaterals
Trial at shader modification
-
WebGL - Correctly Texturing Tapered Quadrilaterals
First trial at shader modification
-
WebGL - Perspective Correct Textured Cube (modified)
Shows the impact of rectangular vs. non-rectangular geometry on texture mapping fidelity.
-
Mapping in-fidelity in quadrilateral rendering
Note how straight lines of the texture are being rendered as zig-zag lines