How to use the CubeCamera function from three
Find comprehensive JavaScript three.CubeCamera code examples handpicked from public code repositorys.
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#### Unmanaged CubemapToEquirectangular #### If you want to use a different CubeMap camera, or do something custom with the render, you will have to set the Unmanaged mode. You will have to create and manage your THREE.CubeCamera: ```js var cubeCamera = new THREE.CubeCamera( .1, 1000, 4096 ); ``` and manage all your scene update and rendering. When you want to export a panorama, call: ```js // this is where the developer updates the scene and creates a cubemap of the scene
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GitHub: plan8/sonicumbrella
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var height = 4096; var sceneEl = renderer.domElement; var camScale = 0.15; var cubeCamera = new THREE.CubeCamera(0.01, 100000, height); //cubeCamera.rotation.order = "YXZ"; if (window.renderOrigin) { cubeCamera.position.copy(window.renderOrigin);
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document.body.appendChild(this.renderer.domElement); this.scene = scene; this.worldGrid = worldGrid; this.cubeCamera = new THREE.CubeCamera(1, 1000, 128); this.cubeCamera.renderTarget.texture.generateMipmaps = true; this.cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter; // this.cubeCamera.renderTarget.texture.magFilter = THREE.LinearFilter; this.cubeCamera.renderTarget.texture.mapping = THREE.CubeReflectionMapping;
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GitHub: i10416/sketch-threejs
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const THREE = require('three'); export default class Hill { constructor() { var cubeRenderTarget = new THREE.WebGLCubeRenderTarget(128); this.cubeCamera = new THREE.CubeCamera(1, 15000, cubeRenderTarget); this.instances = 6; this.uniforms = { time: { type: 'f',
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format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter }) cube_camera = new THREE.CubeCamera(0.1, 1, cube_render_target) scene = new THREE.Scene() scene.background = cube_render_target
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} CubemapToEquirectangular.prototype.getCubeCamera = function( size ) { var cubeMapSize = Math.min( this.cubeMapSize, size ); this.cubeCamera = new THREE.CubeCamera( .1, 1000, cubeMapSize ); var options = { format: THREE.RGBAFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter }; this.cubeCamera.renderTarget = new THREE.WebGLRenderTargetCube( cubeMapSize, cubeMapSize, options );
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GitHub: Neticon/webgl-tests
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directionalLight.position.y = 5 scene.add(directionalLight) const lightHelper = new THREE.DirectionalLightHelper(directionalLight) // scene.add(lightHelper) const cubeCamera = new THREE.CubeCamera(0.01, 1000, 2 ** 9) cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter cubeCamera.renderTarget.texture.mapping = THREE.CubeReflectionMapping // same as UVMapping const sphereGeo = new THREE.SphereGeometry(1, 64, 64)
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GitHub: zDawnING/MyLearnWebGL
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scene.add(fresnelLabel); scene.add(fresnelSphere); } const createCubeCamera = () => { cubeCamera = new THREE.CubeCamera( 0.1, 2000, 256 ); scene.add(cubeCamera); } /**
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GitHub: Neticon/webgl-tests
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directionalLight.position.y = 5 scene.add(directionalLight) const lightHelper = new THREE.DirectionalLightHelper(directionalLight) // scene.add(lightHelper) const cubeCamera = new THREE.CubeCamera(1, 5, 2 ** 10) cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter cubeCamera.renderTarget.texture.mapping = THREE.CubeRefractionMapping
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window.innerWidth / window.innerHeight, vrDisplay.depthNear, vrDisplay.depthFar ) refractSphereCamera = new THREE.CubeCamera( 0.1, 5000, 512 ) // refractSphereCamera.renderTarget.mapping = new THREE.CubeRefractionMapping() scene.add( refractSphereCamera ) var shader = THREE.FresnelShader
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GitHub: Neticon/webgl-tests
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directionalLight.position.y = 5 scene.add(directionalLight) const lightHelper = new THREE.DirectionalLightHelper(directionalLight) // scene.add(lightHelper) const cubeCamera = new THREE.CubeCamera(.5, 5, 2 ** 10) //cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter // cubeCamera.renderTarget.texture.flipY = false const shader = THREE.FresnelShader
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three.Vector3 is the most popular function in three (22341 examples)