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 );