|
@@ -150,12 +150,11 @@ Use WEBGL Depth buffer support?
|
|
|
geometry.computeVertexNormals();
|
|
|
|
|
|
var material = new THREE.MeshPhongMaterial( {
|
|
|
- color: 0xffffff,
|
|
|
- specular:0xffffff,
|
|
|
+ specular: 0xffffff,
|
|
|
envMap: textureCube,
|
|
|
- combine: THREE.MultiplyOperation,
|
|
|
shininess: 50,
|
|
|
- reflectivity: 1.0
|
|
|
+ reflectivity: 1.0,
|
|
|
+ flatShading: true
|
|
|
});
|
|
|
|
|
|
var monkeys = 20;
|
|
@@ -163,14 +162,14 @@ Use WEBGL Depth buffer support?
|
|
|
for ( var i = 0; i < monkeys; i ++ ) {
|
|
|
|
|
|
var mesh = new THREE.Mesh( geometry, material );
|
|
|
- mesh.scale.multiplyScalar(30);
|
|
|
|
|
|
mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
|
|
|
mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
|
|
|
mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;
|
|
|
|
|
|
- mesh.rotation.y = - Math.PI / 2;
|
|
|
- mesh.rotation.z = - i / monkeys * Math.PI * 2;
|
|
|
+ mesh.rotation.y = i / monkeys * Math.PI * 2;
|
|
|
+
|
|
|
+ mesh.scale.setScalar( 30 );
|
|
|
|
|
|
scene.add( mesh );
|
|
|
|