b0VIM 8.0gZ>uangus17Anguss-MacBook-Pro.local~angus17/Dropbox/MAMP_htdocs/ccl_UCSC/courses/cmpm163/code/week3/loadJSONObjectAndAddTexture.htmlutf-8 3210#"! Utpad  }idcXOGF)( n m M 4 3    x w i h g + *  a ^ ] R Q P F E  { z j i _ R Q P   j c b 0  R-kj P-,o1WVhC?> var size = resX * resY; var resY = 25; var resX = 25; // create a buffer with color data function createDataTexture() { } renderer.render( scene, camera ); camera.lookAt( scene.position ); function render() { } render(); requestAnimationFrame( animate ); function animate() { } camera.updateProjectionMatrix(); camera.aspect = window.innerWidth / window.innerHeight; renderer.setSize( window.innerWidth, window.innerHeight ); function onWindowResize( event ) { } window.addEventListener( 'resize', onWindowResize, false ); container.appendChild( renderer.domElement ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setPixelRatio( window.devicePixelRatio ); renderer = new THREE.WebGLRenderer(); loader.load( 'horse.js', processBlenderObject ); var loader = new THREE.JSONLoader(); texture1 = createDataTexture(); //texture1 = new THREE.TextureLoader().load( 'myImage.jpg' ); scene.fog = new THREE.FogExp2( 0x000000, 0.035 ); scene = new THREE.Scene(); camera.position.set( 0, 0, 5 ); camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 ); container = document.getElementById( 'container' ); function init() { } scene.add( mesh ); mesh.rotation.y = -Math.PI / 4; mesh.scale.set( s, s, s ); var s = 0.0125; mesh.position.set( 0, -1.5, 0 ); //positioning and scaling blender obj so that it's in the center of the screen mesh = new THREE.Mesh( useGeometry, material ); } ); fragmentShader: fs, vertexShader: vs, uniforms: uniforms, var material = new THREE.RawShaderMaterial( { }; t1: { type: "t", value: texture1 }, var uniforms = { var useGeometry = geometry; //var useGeometry = new THREE.BufferGeometry().fromGeometry( geometry ); function processBlenderObject (geometry, materials) { animate(); init(); var texture1; var mesh; var camera, scene, renderer; var container; var fs = document.getElementById( 'fragmentShader' ).textContent; var vs = document.getElementById( 'vertexShader' ).textContent; } gl_FragColor = c1; //, c2, 0.5); //vec4 c2 = vec4(0.0,1.0,0.0,1.0); vec4 c1 = texture2D(t1, vUV); void main() { varying vec2 vUV; uniform sampler2D t1; precision mediump float; } gl_Position = projectionMatrix * position; vUV = uv; vec4 position = viewMatrix * modelMatrix * vec4(position, 1.0); void main() { varying vec2 vUV; attribute vec2 uv; attribute vec3 position; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix;
} color: #ffffff; width: 100%; top: 0px; position: absolute; #info { } overflow:hidden; margin:0; padding:0; background:#777; body {