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@@ -22,8 +22,6 @@
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var camera, scene, renderer, stats;
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var pointLight, pointLight2;
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- var extraPointLights;
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-
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init();
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animate();
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@@ -57,7 +55,7 @@
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texture.magFilter = THREE.NearestFilter;
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texture.wrapT = THREE.RepeatWrapping;
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texture.wrapS = THREE.RepeatWrapping;
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- texture.repeat.set( 1, 3.5 );
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+ texture.repeat.set( 1, 4.5 );
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var geometry = new THREE.SphereBufferGeometry( 2, 32, 8 );
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var material = new THREE.MeshPhongMaterial( {
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@@ -87,35 +85,6 @@
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pointLight2 = createLight( 0xff8888 );
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scene.add( pointLight2 );
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-
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- // The extra point lights demonstrate that it's possible to have lots of non-shadow-casting lights in
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- // the same scene as the shadow casting lights.
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- var createExtraLight = function () {
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-
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- var pointLight = new THREE.PointLight( 0xffffff, 0.1, 20 );
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- pointLight.position.x = ( Math.random() - 0.5 ) * 29;
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- pointLight.position.y = ( Math.random() - 0.5 ) * 29;
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- pointLight.position.z = ( Math.random() - 0.5 ) * 29;
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-
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- var geometry = new THREE.SphereBufferGeometry( 0.1, 10, 6 );
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- var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
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- var sphere = new THREE.Mesh( geometry, material );
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- pointLight.add( sphere );
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-
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- return pointLight;
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-
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- };
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-
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- var extraPointLights = new THREE.Object3D();
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- scene.add( extraPointLights );
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- extraPointLights.position.set( 0, 10, 0 );
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-
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- for ( var i = 0; i < 20; i ++ ) {
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-
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- extraPointLights.add( createExtraLight() );
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-
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- }
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-
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//
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var geometry = new THREE.BoxBufferGeometry( 30, 30, 30 );
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@@ -189,7 +158,7 @@
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var time = performance.now() * 0.001;
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pointLight.position.x = Math.sin( time * 0.6 ) * 9;
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- pointLight.position.y = Math.sin( time * 0.7 ) * 9 + 5;
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+ pointLight.position.y = Math.sin( time * 0.7 ) * 9 + 6;
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pointLight.position.z = Math.sin( time * 0.8 ) * 9;
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pointLight.rotation.x = time;
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@@ -198,7 +167,7 @@
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time += 10000;
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pointLight2.position.x = Math.sin( time * 0.6 ) * 9;
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- pointLight2.position.y = Math.sin( time * 0.7 ) * 9 + 5;
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+ pointLight2.position.y = Math.sin( time * 0.7 ) * 9 + 6;
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pointLight2.position.z = Math.sin( time * 0.8 ) * 9;
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pointLight2.rotation.x = time;
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