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Simplified skyboxes handling in examples.
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mrdoob committed Mar 30, 2012
1 parent fb248f5 commit b151edf
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Showing 7 changed files with 34 additions and 65 deletions.
18 changes: 5 additions & 13 deletions examples/webgl_materials_cars.html
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Expand Up @@ -138,7 +138,7 @@
var container, stats;

var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;

var m, mi;

Expand Down Expand Up @@ -168,10 +168,9 @@
// CAMERAS

camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 100000 );
cameraCube = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 100000 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );

scene.add( camera );

cameraCube = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 100000 );
sceneCube.add( cameraCube );

// LIGHTS
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var timer = -0.0002 * Date.now();

camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.position.x = 1000 * Math.cos( timer );
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.z = 1000 * Math.sin( timer );

camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );

cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;

cameraCube.lookAt( cubeTarget );

renderer.clear();
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );

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3 changes: 1 addition & 2 deletions examples/webgl_materials_cars_anaglyph.html
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Expand Up @@ -596,9 +596,8 @@

var timer = -0.0002 * Date.now();

camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.position.x = 1000 * Math.cos( timer );
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.z = 1000 * Math.sin( timer );

camera.lookAt( scene.position );
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22 changes: 7 additions & 15 deletions examples/webgl_materials_cubemap.html
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Expand Up @@ -47,9 +47,9 @@
var container, stats;

var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;

var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;

var loader;

Expand All @@ -76,11 +76,9 @@

camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.z = 2000;
scene.add( camera );

cameraCube = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 100 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );

scene.add( camera );
sceneCube.add( cameraCube );

// LIGHTS
Expand Down Expand Up @@ -207,21 +205,15 @@

var timer = -0.0002 * Date.now();

lightMesh.position.x = 1500 * Math.cos( timer );
lightMesh.position.z = 1500 * Math.sin( timer );

camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );

cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;

cameraCube.lookAt( cubeTarget );

lightMesh.position.x = 1500 * Math.cos( timer );
lightMesh.position.z = 1500 * Math.sin( timer );

renderer.clear();
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );

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26 changes: 10 additions & 16 deletions examples/webgl_materials_cubemap_balls_reflection.html
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Expand Up @@ -46,9 +46,9 @@
var container;

var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;

var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];

var directionalLight, pointLight;
Expand All @@ -74,12 +74,12 @@

camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 3200;
scene.add( camera );

cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );

cubeTarget = new THREE.Vector3( 0, 0, 0 );

scene.add( camera );

sceneCube.add( cameraCube );

var geometry = new THREE.SphereGeometry( 100, 32, 16 );
Expand Down Expand Up @@ -159,17 +159,6 @@

var timer = 0.0001 * Date.now();

camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.lookAt( scene.position );

cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;

cameraCube.lookAt( cubeTarget );

for ( var i = 0, il = spheres.length; i < il; i ++ ) {

var sphere = spheres[ i ];
Expand All @@ -179,7 +168,12 @@

}

renderer.clear();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );

renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );

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Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@

var camera, scene, renderer;

var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];

var directionalLight, pointLight;
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26 changes: 9 additions & 17 deletions examples/webgl_materials_cubemap_balls_refraction.html
Original file line number Diff line number Diff line change
Expand Up @@ -46,9 +46,9 @@
var container;

var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;

var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];

var directionalLight, pointLight;
Expand All @@ -73,11 +73,9 @@

camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 3200;
scene.add( camera );

cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );

scene.add( camera );
sceneCube.add( cameraCube );

var geometry = new THREE.SphereGeometry( 100, 32, 16 );
Expand Down Expand Up @@ -157,17 +155,6 @@

var timer = 0.0001 * Date.now();

camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.lookAt( scene.position );

cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;

cameraCube.lookAt( cubeTarget );

for ( var i = 0, il = spheres.length; i < il; i ++ ) {

var sphere = spheres[ i ];
Expand All @@ -177,7 +164,12 @@

}

renderer.clear();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );

renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );

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Expand Up @@ -50,7 +50,7 @@

var camera, scene, renderer;

var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];

var directionalLight, pointLight;
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