Graphics Reference
In-Depth Information
5. Whenever you update one of these four properties of the camera, you have
to inform Three.js about such a change. You do this by adding the following
line:
camera.updateProjectionMatrix();
6. Now, all that is left to do is position the camera and add it to the scene:
camera.position.x = 15;
camera.position.y = 16;
camera.position.z = 13;
scene.add(camera);
At this point, we can use this camera with any of the available renderers to render a
scene like this: renderer.render(scene, camera) .
How it works...
The best way to understand how these properties affect what is rendered on screen
is by looking at the following figure, which shows you these properties:
The position of Near plane in this figure is based on the near property of the cam-
era. Far plane is based on the far property and the fov shown in the figure cor-
responds to the fov property. With the fov property, you define the vertical field of
view. The horizontal field of view is based on the aspect ratio, which you define with
the aspect property on the camera.
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