diff --git a/examples/files.js b/examples/files.js index 7aad3765bbc9db59211728729aeff12138207ea0..562f7f7f1a60baccd65c778e7c727d044609f9bb 100644 --- a/examples/files.js +++ b/examples/files.js @@ -92,6 +92,7 @@ var files = { "webgl_loader_draco", "webgl_loader_fbx", "webgl_loader_gltf2", + "webgl_loader_imagebitmap", "webgl_loader_json_blender", "webgl_loader_json_claraio", "webgl_loader_json_objconverter", diff --git a/examples/webgl_loader_imagebitmap.html b/examples/webgl_loader_imagebitmap.html index c381377c464539ed6c54365c2bb0befec983eed3..6d3e91c70431f4dd380725e34b4ca543839474da 100644 --- a/examples/webgl_loader_imagebitmap.html +++ b/examples/webgl_loader_imagebitmap.html @@ -34,7 +34,6 @@ -
three.js - Texture loader using ImageBitmap @@ -50,19 +49,11 @@ var container; var camera, scene, renderer; - var controls; + var group; init(); animate(); - function decimalToHex( d ) { - - var hex = Number( d ).toString( 16 ); - hex = "000000".substr( 0, 6 - hex.length ) + hex; - return hex.toUpperCase(); - - } - function init() { container = document.createElement( 'div' ); @@ -72,16 +63,16 @@ camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 1500 ); camera.position.set( 0, 4, 7 ); + camera.lookAt( new THREE.Vector3() ); // SCENE scene = new THREE.Scene(); - // CONTROLS - - controls = new THREE.OrbitControls( camera ); + // - // LIGHTS + group = new THREE.Group(); + scene.add( group ); new THREE.ImageBitmapLoader() .setOptions( { imageOrientation: 'none' } ) @@ -97,7 +88,7 @@ }) ); cube.position.x = 1; - scene.add( cube ); + group.add( cube ); }, function( p ) { console.log( p ); @@ -119,7 +110,7 @@ }) ); cube.position.x = -1; - scene.add( cube ); + group.add( cube ); }, function( p ) { console.log( p ); @@ -141,9 +132,6 @@ function onWindowResize() { - windowHalfX = window.innerWidth / 2; - windowHalfY = window.innerHeight / 2; - camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); @@ -155,7 +143,7 @@ requestAnimationFrame( animate ); - controls.update(); + group.rotation.y = performance.now() / 2000; renderer.render( scene, camera );