How to use the PlaneBufferGeometry function from three

Find comprehensive JavaScript three.PlaneBufferGeometry code examples handpicked from public code repositorys.

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  this.obj = this.createObj();
  this.obj.visible = false;
}
createObj() {
  return new THREE.Mesh(
    new THREE.PlaneBufferGeometry(2, 2),
    new THREE.RawShaderMaterial({
      uniforms: this.uniforms,
      vertexShader: require('./glsl/postEffect.vs').default,
      fragmentShader: require('./glsl/postEffectBright.fs').default,
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  this.createObj();
}
createObj() {
  // Define Geometry
  const geometry = new THREE.PlaneBufferGeometry(2, 2);

  // Define Material
  const material = new THREE.RawShaderMaterial({
    uniforms: this.uniforms,
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    Light Map support
 */
if (config.shadow !== 'off') {
    sceneRTT = new THREE.Scene();
    quadRTT = new THREE.Mesh(
        new THREE.PlaneBufferGeometry(lightMapRenderTargetSize, lightMapRenderTargetSize),
        new THREE.ShaderMaterial({
            uniforms: _.merge(
                uniforms,
                THREE.UniformsLib.lights,
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var _resolution;
var _uTime;

function init() {
    var geometry = new THREE.PlaneBufferGeometry( 2, 2);
    var material = new THREE.ShaderMaterial( {
        uniforms: {
            uAlpha : exports.alphaUniform = {type : 'f', value: 1 },
            uTime : _uTime = {type : 'f', value: 0 },
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// scene: nothing fancy
// just a full screen quad
// TODO: maybe a triangle to avoid aliasing on the edge
var _scene = new THREE.Scene();

var _plane = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
var _quad = new THREE.Mesh( _plane, _simulationMaterial );

_scene.add(_quad);
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  self._updateNobData(props, self.state)
  self._updateNobs()
})

var intersectPlane = new THREE.Mesh(
  new THREE.PlaneBufferGeometry(10, 10, 8, 8),
  new THREE.MeshBasicMaterial({
    color: 0x000000,
    opacity: 0.25,
    transparent: true
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    blending: THREE.NoBlending,
    vertexShader: vertexShader,
    fragmentShader: precisionPrefix + glslify('./../glsl/quad.frag')
  })

  planeGeometry = new THREE.PlaneBufferGeometry(2, 2)
  _quad = new THREE.Mesh(planeGeometry, copyMaterial)
  _quad.frustumCulled = false
  _scene.add(_quad)
}
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const TransformControlsPlane = function () {




    THREE.Mesh.call( this,
        new THREE.PlaneBufferGeometry( 100000, 100000, 2, 2 ),
        new THREE.MeshBasicMaterial( { visible: false, wireframe: true, side: THREE.DoubleSide, transparent: true, opacity: 0.1 } )
    );


    this.type = 'TransformControlsPlane';
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 * @return {Object} 3D object ready to render
 */
module.exports = {
    create(config, K3D) {
        return new Promise((resolve) => {
            const geometry = new THREE.PlaneBufferGeometry(1, 1);
            const modelMatrix = new THREE.Matrix4();
            const colorMap = (config.color_map && config.color_map.data) || null;
            let opacityFunction = (config.opacity_function && config.opacity_function.data) || null;
            const colorRange = config.color_range;
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const back0 = front0.clone();
back0.position.z = -THICKNESS / 4;
back0.rotateY(Math.PI);
scene.add(back0);

const geometry = new THREE.PlaneBufferGeometry((RADIUS * 2) + (THICKNESS / 2),
  (RADIUS * 2) + (THICKNESS / 2),
  this.imageData.width, this.imageData.height);

const material = new THREE.MeshBasicMaterial({
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render() {
    var base_render_promise = super.render();
    window.last_image = this;

    this.image_plane = new THREE.PlaneBufferGeometry( 1.0, 1.0 );
    this.image_material = new THREE.ShaderMaterial( {
                uniforms: {
                    image: { type: 't', value: null },
                    // the domain of the image pixel data (for intensity only, for rgb this is ignored)
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var material2 = new THREE.MeshPhongMaterial( {color: 0x444444, side: THREE.BackSide});
var sphere = new THREE.Mesh(geometry2, material2);
//sphere.receiveShadow = true
sphere.castShadow = true

var geo = new THREE.PlaneBufferGeometry(2, 2, 1, 1);
var mat = new THREE.MeshBasicMaterial({ color: 0x000000, side: THREE.DoubleSide });
var shadowPlane = new THREE.Mesh(geo, mat);
shadowPlane.position.x = 4.0;
shadowPlane.castShadow = true;
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const planeAxes = axes.substr(0, 2);

const geometry = new THREE.PlaneBufferGeometry(2, 2, 1, 1);

const material = new THREE.ShaderMaterial({

	side: THREE.DoubleSide,
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    var texture = new THREE.CubeTextureLoader().setPath('nightSky/')
        .load(['1.jpg', '2.jpg', '3.jpg', '4.jpg', '5.jpg', '6.jpg']);
    this.scene.background = texture;
};
BasicOceanFactory.prototype.genWater = function () {
    var waterGeometry = new THREE.PlaneBufferGeometry(100000, 100000);
    var water = new Water_js_1.Water(waterGeometry, {
        textureWidth: 512,
        textureHeight: 512,
        waterNormals: new THREE.TextureLoader().load('water.jpg', function (texture) {
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const axes = new THREE.AxesHelper(10);
this.scene.add(axes);

// add a plane 
// const planeGeometry = new three.PlaneBufferGeometry(60, 60)
// const planeMaterial = new three.MeshStandardMaterial({ color: 0xffffff })
// const plane = new three.Mesh(planeGeometry, planeMaterial)
// plane.receiveShadow = true
// plane.position.z = 0
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  renderer.setSize(winResWidth, winResHeight);
  camera.aspect = winResWidth / winResHeight;
  camera.updateProjectionMatrix();
});

var planeGeometry = new THREE.PlaneBufferGeometry( 50, 50, 100, 100 );
var planeMaterial = new THREE.MeshLambertMaterial({
  color: '#aeaeae',
  side: THREE.DoubleSide
});
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  renderer.setSize(winResWidth, winResHeight);
  camera.aspect = winResWidth / winResHeight;
  camera.updateProjectionMatrix();
});

var planeGeometry = new THREE.PlaneBufferGeometry(100, 100, 100, 100);
var planeMaterial = new THREE.MeshStandardMaterial({
  color: '#666',
  metalness: 0.5,
  roughness: 0.95,
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        }
    },
    vertexShader: require('./glsl/pass-vert.glsl'),
    fragmentShader: require('./glsl/render-frag.glsl')
})
var myPlaneGeo = new THREE.PlaneBufferGeometry(2, 2);
var myPlane = new THREE.Mesh(myPlaneGeo, myPlaneMaterial);
myPlane.position.set(0, 0, 5);
scene.add(myPlane);
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    this.sceneRT = new THREE.Scene();
    this.sceneBuffer = new THREE.Scene();

    this.cameraOrto = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 1000 );

    this.quad_geom = new THREE.PlaneBufferGeometry( 2, 2, 1, 1 );
    this.quad = new THREE.Mesh( this.quad_geom, null );
    this.sceneRT.add( this.quad );
};
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exports.mesh = undef;
exports.init = init;


function init() {
    var geometry = new THREE.PlaneBufferGeometry( 4500, 4500, 10, 10 );
    var planeMaterial = new THREE.MeshStandardMaterial( {
        color: settings.bgColor,
        roughness: 0.4,
        metalness: 0.4,
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