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3.2.5 Texture of material
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Chapter3/3.2.5.html

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html>
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<head>
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<script type="text/javascript" src="../lib/three.js"></script>
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<script type="text/javascript">
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function init() {
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var renderer = new THREE.WebGLRenderer({
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canvas: document.getElementById('mainCanvas')
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});
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renderer.setClearColor(0x000000);
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var scene = new THREE.Scene();
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// camera
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var camera = new THREE.OrthographicCamera(-10, 10, 7.5, -7.5, 0.1, 100);
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camera.position.set(25, 25, 25);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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scene.add(camera);
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// light
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var light = new THREE.PointLight(0xffffff, 1, 1000);
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light.position.set(10, 15, 20);
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scene.add(light);
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var texture = THREE.ImageUtils.loadTexture('../img/0.png', {}, function() {
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renderer.render(scene, camera);
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});
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var material = new THREE.MeshLambertMaterial({
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map: texture
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});
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var cube = new THREE.Mesh(new THREE.CubeGeometry(5, 5, 5), material);
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scene.add(cube);
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//var sphere = new THREE.Mesh(new THREE.SphereGeometry(5, 25, 15), material);
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//scene.add(sphere);
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renderer.render(scene, camera);
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="mainCanvas" width="400px" height="300px" ></canvas>
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</body>
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</html>

Chapter3/3.2.6.html

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html>
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<head>
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<script type="text/javascript" src="../lib/three.js"></script>
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<script type="text/javascript">
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function init() {
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var renderer = new THREE.WebGLRenderer({
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canvas: document.getElementById('mainCanvas')
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});
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renderer.setClearColor(0x000000);
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var scene = new THREE.Scene();
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// camera
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var camera = new THREE.OrthographicCamera(-10, 10, 7.5, -7.5, 0.1, 100);
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camera.position.set(25, 25, 25);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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scene.add(camera);
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// light
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var light = new THREE.PointLight(0xffffff, 1, 1000);
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light.position.set(10, 15, 20);
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scene.add(light);
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var materials = [];
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for (var i = 0; i < 6; ++i) {
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materials.push(new THREE.MeshBasicMaterial({
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map: THREE.ImageUtils.loadTexture('../img/' + i + '.png', {}, function() {
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renderer.render(scene, camera);
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}),
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overdraw: true
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}));
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}
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var cube = new THREE.Mesh(new THREE.CubeGeometry(5, 5, 5),
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new THREE.MeshFaceMaterial(materials));
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scene.add(cube);
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renderer.render(scene, camera);
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="mainCanvas" width="400px" height="300px" ></canvas>
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</body>
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</html>

Chapter3/3.2.7.html

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html>
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<head>
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<script type="text/javascript" src="../lib/three.js"></script>
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<script type="text/javascript">
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function init() {
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var renderer = new THREE.WebGLRenderer({
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canvas: document.getElementById('mainCanvas')
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});
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//renderer.setClearColor(0x666666);
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var scene = new THREE.Scene();
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// camera
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var camera = new THREE.OrthographicCamera(-10, 10, 7.5, -7.5, 0.1, 100);
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camera.position.set(0, 0, 25);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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scene.add(camera);
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// light
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var light = new THREE.PointLight(0xffffff, 1, 1000);
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light.position.set(10, 15, 20);
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scene.add(light);
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var texture = THREE.ImageUtils.loadTexture('../img/chess.png', {}, function() {
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renderer.render(scene, camera);
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});
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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texture.repeat.set(4, 4);
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var material = new THREE.MeshLambertMaterial({
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map: texture
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});
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var plane = new THREE.Mesh(new THREE.PlaneGeometry(12, 12), material);
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scene.add(plane);
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renderer.render(scene, camera);
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="mainCanvas" width="400px" height="300px" ></canvas>
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</body>
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</html>

img/0.png

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img/1.png

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img/2.png

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img/3.png

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img/4.png

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img/5.png

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img/chess.png

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