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6.执行渲染(THREESTART() )
最后,按照已设定的相机来观察场景中的物体的方式来进行实际绘制。
function threeStart() {
initThree(); //(0)
initCamera(); //(0)
initScene(); //(0)
initLight(); //(0)
initObject(); //(0)
renderer.clear(); //(1)
renderer.render(scene, camera); //(2)
}稍微再试一下(追加平面和球体)
在上面的例子中再追加平面和球体。
var cube, sphere, plane;
function initObject(){
cube = new THREE.Mesh(
new THREE.CubeGeometry(50,50,50),
new THREE.MeshLambertMaterial({color: 0xff0000})
);
scene.add(cube);
cube.position.set(0,-50,0);
sphere = new THREE.Mesh(
new THREE.SphereGeometry(20,20,20),
new THREE.MeshLambertMaterial({color: 0x00ff00})
);
scene.add(sphere);
sphere.position.set(0,0,0);
plane = new THREE.Mesh(
new THREE.PlaneGeometry(50, 50),
new THREE.MeshLambertMaterial({color: 0x0000ff})
);
scene.add(plane);
plane.position.set(0,50,0);
}执行结果
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