three APIs
- Vector3
- Mesh
- Vector2
- Color
- Matrix4
- PerspectiveCamera
- MeshBasicMaterial
- Scene
- ShaderMaterial
- BufferGeometry
- Quaternion
- Object3D
- LineBasicMaterial
- TextureLoader
- EventDispatcher
- DoubleSide
- LineSegments
- FileLoader
- UniformsUtils
- Vector4
- Box3
- Group
- DirectionalLight
- BufferAttribute
- MathUtils
- NearestFilter
- LinearFilter
- Spherical
- OrthographicCamera
- WebGLRenderer
- BackSide
- Float32BufferAttribute
- MeshPhongMaterial
- Points
- MOUSE
- WebGLRenderTarget
- AmbientLight
- MeshStandardMaterial
- PlaneBufferGeometry
- BoxGeometry
- Raycaster
- FrontSide
- Sphere
- Loader
- PointsMaterial
- TOUCH
- sRGBEncoding
- AdditiveBlending
- Line
- RepeatWrapping
- RGBAFormat
- RGBFormat
- Plane
- ClampToEdgeWrapping
- ShaderLib
- UniformsLib
- Clock
- FloatType
- UnsignedByteType
- BoxBufferGeometry
- Euler
- Texture
- VertexColors
- InterleavedBufferAttribute
- Material
- DepthTexture
- PCFSoftShadowMap
- Matrix3
- LinearMipmapLinearFilter
- LoaderUtils
- AnimationClip
- Bone
- PointLight
- QuaternionKeyframeTrack
- Skeleton
- SkinnedMesh
- SpotLight
- VectorKeyframeTrack
- NearestMipmapLinearFilter
- DataTextureLoader
- HalfFloatType
- LinearEncoding
- RawShaderMaterial
- CanvasTexture
- Geometry
- MeshNormalMaterial
- DataTexture
- ShaderChunk
- Shape
- SphereGeometry
- SphereBufferGeometry
- HemisphereLight
- FogExp2
- Box3Helper
- InstancedMesh
- Frustum
- Curve
- MirroredRepeatWrapping
- MeshLambertMaterial
- NumberKeyframeTrack
- PropertyBinding
- InterleavedBuffer
- Interpolant
- InterpolateDiscrete
- InterpolateLinear
- LineLoop
- LinearMipmapNearestFilter
- MeshPhysicalMaterial
- NearestMipmapNearestFilter
- TangentSpaceNormalMap
- TriangleFanDrawMode
- TriangleStripDrawMode
- RGBEEncoding
- RGBEFormat
- NoBlending
- PlaneGeometry
- Face3
- AxesHelper
- Uniform
- MeshDepthMaterial
- RGBADepthPacking
- LuminanceFormat
- DepthStencilFormat
- UnsignedInt248Type
- NearestMipMapLinearFilter
- BufferGeometryLoader
- ExtrudeBufferGeometry
- ShapeBufferGeometry
- InstancedInterleavedBuffer
- Line3
- InstancedBufferGeometry
- WireframeGeometry
- NoColors
- LoadingManager
- CameraHelper
- CylinderBufferGeometry
- TorusBufferGeometry
- GridHelper
- RingBufferGeometry
- DefaultLoadingManager
- Ray
- EquirectangularReflectionMapping
- Uint16BufferAttribute
- TrianglesDrawMode
- LinearMipMapLinearFilter
- BoxHelper
- Triangle
- ShapeGeometry
- JSONLoader
- Path
- CylinderGeometry
- ImageUtils
- CompressedTextureLoader
- RGBA_S3TC_DXT3_Format
- RGBA_S3TC_DXT5_Format
- RGB_ETC1_Format
- RGB_S3TC_DXT1_Format
- CurvePath
- EdgesGeometry
- DynamicDrawUsage
- StaticDrawUsage
- RedFormat
- AddEquation
- CustomBlending
- DstAlphaFactor
- DstColorFactor
- UnsignedShortType
- ZeroFactor
- NormalBlending
- SrcAlphaFactor
- OneMinusSrcAlphaFactor
- UnsignedIntType
- WebGLMultisampleRenderTarget
- Camera
- IcosahedronBufferGeometry
- LineDashedMaterial
- CircleGeometry
OtherRelated APIs
- three#Vector3
- three#MeshBasicMaterial
- three#Mesh
- three#PerspectiveCamera
- three#Raycaster
- three#Scene
- three#WebGLRenderer
- three#Box3
- three#Float32BufferAttribute
- three#Sphere
- three#BufferGeometry
- three#Group
- three#LineBasicMaterial
- three#sRGBEncoding
- three#DirectionalLight
- three#AmbientLight
- three#TorusBufferGeometry
- three#GridHelper
- three#AdditiveBlending
- three#Line
three#RingBufferGeometry JavaScript Examples
The following examples show how to use
three#RingBufferGeometry.
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and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: vr.js From 3DTilesRendererJS with Apache License 2.0 | 6 votes |
function buildController( data ) {
let geometry, material;
switch ( data.targetRayMode ) {
case 'tracked-pointer':
geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 1 ], 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( [ 0.5, 0.5, 0.5, 0, 0, 0 ], 3 ) );
material = new LineBasicMaterial( {
vertexColors: true,
blending: AdditiveBlending,
depthWrite: false,
transparent: true,
} );
return new Line( geometry, material );
case 'gaze':
geometry = new RingBufferGeometry( 0.02, 0.04, 32 ).translate( 0, 0, - 1 );
material = new MeshBasicMaterial( { opacity: 0.5, transparent: true } );
return new Mesh( geometry, material );
}
}