Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript

tsone d8c7ce23ea WebGLRenderer: Fixed bug where blending was always used with overrideMaterial -- even when material.transparent = false. This did not match material behavior when overrideMaterial was not used. Also refactored unnecessary useBlending parameter, as blending is only used if material.transparent === true. 10 年之前
build 12e790966c Updated builds. 10 年之前
docs 674132db2d Collada doc fix 10 年之前
editor e2d795c116 Editor: Style tweaks. 10 年之前
examples 48591ba844 Projector: Fixed morphtargets handling. Fixes #5933. 10 年之前
src d8c7ce23ea WebGLRenderer: Fixed bug where blending was always used with overrideMaterial -- even when material.transparent = false. This did not match material behavior when overrideMaterial was not used. Also refactored unnecessary useBlending parameter, as blending is only used if material.transparent === true. 10 年之前
test 6e77ef510a remove Matrix4.makeShear per @WestLangley here: https://github.com/mrdoob/three.js/pull/5788#issuecomment-67852744 10 年之前
utils c5800d28b0 Merge pull request #5879 from bhouston/build.js-glsl-includes 10 年之前
.gitignore 6536ce7052 gitignore node_modules 11 年之前
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 年之前
LICENSE a470f9cca5 Update LICENSE 10 年之前
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 年之前
bower.json 2dbc91ec21 Merge pull request #5888 from arodic/dev 10 年之前

README.md

three.js

JavaScript 3D library

The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.

ExamplesDocumentationMigratingHelp

Usage

Download the minified library and include it in your html. Alternatively see how to build the library yourself.

<script src="js/three.min.js"></script>

This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a <canvas> renderer for the scene and camera, and it adds that viewport to the document.body element. Finally it animates the cube within the scene for the camera.

<script>

	var scene, camera, renderer;
	var geometry, material, mesh;

	init();
	animate();

	function init() {

		scene = new THREE.Scene();
		
		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
		camera.position.z = 1000;

		geometry = new THREE.BoxGeometry( 200, 200, 200 );
		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );

		mesh = new THREE.Mesh( geometry, material );
		scene.add( mesh );

		renderer = new THREE.WebGLRenderer();
		renderer.setSize( window.innerWidth, window.innerHeight );

		document.body.appendChild( renderer.domElement );

	}

	function animate() {

		requestAnimationFrame( animate );

		mesh.rotation.x += 0.01;
		mesh.rotation.y += 0.02;

		renderer.render( scene, camera );

	}

</script>

If everything went well you should see this.

Change log

releases