Search icon
Subscription
0
Cart icon
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Learning Three.js - the JavaScript 3D Library for WebGL

You're reading from  Learning Three.js - the JavaScript 3D Library for WebGL

Product type Book
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Pages 422 pages
Edition 1st Edition
Languages
Author (1):
Jos Dirksen Jos Dirksen
Profile icon Jos Dirksen

Table of Contents (20) Chapters

Learning Three.js – the JavaScript 3D Library for WebGL Second Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Creating Your First 3D Scene with Three.js 2. Basic Components That Make Up a Three.js Scene 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

Advanced usage of textures


In the previous section, we saw some basic texture usages. Three.js also provides options for more advanced texture usage. In this section, we'll look at a couple of options that Three.js provides.

Custom UV mapping

We'll start off with a deeper look at UV mappings. We explained earlier that with UV mapping, you can specify what part of a texture is shown on a specific face. When you create a geometry in Three.js, these mappings will also be automatically created based on the type of geometry you created. In most cases, you don't really need to change this default UV mapping. A good way to understand how UV mapping works is to look at an example from Blender, which is shown in the following screenshot:

In this example, you see two windows. The window on the left-hand side contains a cube geometry. The window on the right-hand side is the UV mapping, where we've loaded an example texture to show how the mapping is. In this example, we've selected a single face for...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}