Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learn Three.js

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

Arrow left icon
Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Length 554 pages
Edition 4th Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
Arrow right icon
View More author details
Toc

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

Summary

Using models from external sources isn’t that hard to do in Three.js, especially for simple models—you only have to take a few easy steps.

When working with external models, or creating them using grouping and merging, it is good to keep a couple of things in mind. The first thing you need to remember is that when you group objects, they remain available as individual objects. Transformations applied to the parent also affect the children, but you can still transform the children individually. Besides grouping, you can also merge geometries together. With this approach, you lose the individual geometries and get a single new geometry. This is especially useful when you’re dealing with thousands of geometries you need to render and you’re running into performance issues. The final approach if you want to control a large number of meshes of the same geometry is to use a THREE.InstancedMesh object or a THREE.InstancedBufferGeometry object, which...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime