var crateTxr = THREE.ImageUtils.loadTexture( 'textures/crate.gif' );
var material = new THREE.MeshBasicMaterial( { map: crateTxr } );
var geo = new THREE.Geometry();
// generation de vertices
geo.vertices.push( new THREE.Vector3( 0.0, 0.0, 0.0 ) );
geo.vertices.push( new THREE.Vector3( 4.0, 0.0, 0.0 ) );
geo.vertices.push( new THREE.Vector3( 4.0, 4.0, 0.0 ) );
var uvs = [];
uvs.push( new THREE.Vector2( 0.0, 0.0 ) );
uvs.push( new THREE.Vector2( 1.0, 0.0 ) );
uvs.push( new THREE.Vector2( 1.0, 1.0 ) );
// generation de faces
geo.faces.push( new THREE.Face3( 0, 1, 2 ) );
geo.faceVertexUvs[ 0 ].push( [ uvs[0], uvs[1], uvs[2] ] );
geo.faces.push( new THREE.Face3( 8, 2, 6 ) );
geo.faceVertexUvs[ 0 ].push( [ uvs[8], uvs[2], uvs[6] ] );
Dans Three.js :
var texture = new THREE.Texture();
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.wrapS = texture.wrapT = THREE.MirroredRepeatWrapping;
texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
var texture = new THREE.Texture();
texture.repeat.set( 1, 1 );
texture.offset.set( 0, 0 );
var texture = new THREE.Texture();
texture.magFilter = THREE.NearestFilter;
texture.magFilter = THREE.LinearFilter; // la norme
texture.minFilter = THREE.NearestFilter;
texture.minFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter; // la norme
texture.anisotropy = 1;
texture.anisotropy = renderer.getMaxAnisotropy();
var disk = THREE.ImageUtils.loadTexture( "textures/disc.png" );
var material = new THREE.ParticleBasicMaterial(
{ size: 35, sizeAttenuation: false, map: disk,
transparent: true } );
material.color.setHSL( 0.9, 0.2, 0.6 );
var particles = new THREE.ParticleSystem( geometry, material );
particles.sortParticles = true;
scene.add( particles );
→ Un objet "particule" ajouté au graphe de scène
var geometry = new THREE.Geometry();
for ( var i = 0; i < 8000; i ++ ) {
var vertex = new THREE.Vector3();
do {
vertex.x = 2000 * Math.random() - 1000;
vertex.y = 2000 * Math.random() - 1000;
vertex.z = 2000 * Math.random() - 1000;
} while ( vertex.length() > 1000 );
geometry.vertices.push( vertex );
}
→Texture de type cube map