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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - basis texture loader</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #050505;
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+ color: #fff;
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+ overflow: hidden;
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+ }
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+
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+ a { color: #e00 }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px;
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+ width: 100%;
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+ color: #ffffff;
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+ padding: 5px;
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+ font-family: Monospace;
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+ font-size: 13px;
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+ text-align: center;
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+ z-index: 1000;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - basis texture loader<br />
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+ <a href="https://github.com/binomialLLC/basis_universal" target="_blank">Basis Universal GPU Texture Codec</a>
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+ </div>
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+
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+ <script src="../build/three.js"></script>
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+ <script src="js/loaders/BasisTextureLoader.js"></script>
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+
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+ <script>
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+
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+ var camera, scene, renderer;
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+ var mesh;
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+
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+ var clock = new THREE.Clock();
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
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+ camera.position.z = 500;
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+
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+ scene = new THREE.Scene();
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+
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+ var geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
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+ var material = new THREE.MeshBasicMaterial();
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+
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+ scene.add( mesh );
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+
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+ var loader = new THREE.BasisTextureLoader();
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+ loader.setTranscoderPath( 'js/libs/basis/' );
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+ loader.detectSupport( renderer );
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+
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+ loader.load( 'textures/compressed/kodim20.basis', function ( texture ) {
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+
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+ material.map = texture;
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+ material.needsUpdate = true;
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+
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+ } );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ var delta = clock.getDelta() * 0.5;
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+
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+ mesh.rotation.x += delta;
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+ mesh.rotation.y += delta;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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