Summary
We discussed a lot in this second introductory chapter. We showed the functions and properties of THREE.Scene
and explained how you can use these properties to configure your main scene. We also showed you how to create geometries. You can either create them from scratch using a THREE.Buffergeometry
object or use any of the built-in geometries Three.js provides. Finally, we showed you how to configure the two main cameras Three.js provides. THREE.PerspectiveCamera
renders a scene using a real-world perspective, and THREE.OrthographicCamera
provides the fake 3D effect often seen in games. We’ve also covered how geometries work in Three.js and you can now easily create your own geometries from the standard geometries provided by Three.js or by crafting them by hand.
In the next chapter, we’ll look at the various light sources that are available in Three.js. You’ll learn how the various light sources behave, how to create and configure them, and how they...