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Learn Three.js - Fourth Edition

You're reading from   Learn Three.js - Fourth Edition Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Pages 554 pages
Edition 4th 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 (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Understanding points and sprites

As we do with most new concepts, we’ll start with an example. In the sources for this chapter, you’ll find an example called sprite.html. Upon opening this example, you’ll see a minimalistic scene, containing a simple colored square:

Figure 7.1 – A single rendered sprite

Figure 7.1 – A single rendered sprite

You can use your mouse to rotate around this scene. One thing you’ll notice is that no matter how you look at the square, it will always look the same. For instance, the following screenshot shows a view of the same scene from a different position:

Figure 7.2 – A single rendered sprite will always be facing the camera

Figure 7.2 – A single rendered sprite will always be facing the camera

As you can see, the sprite is still angled toward the camera, and you can’t look behind it. You can think of a sprite as a 2D plane that always faces the camera. If you create a sprite without any properties, they are rendered as small, white, two-dimensional squares...

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