An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
</p>
<h2>Example</h2>
<h2>Examples</h2>
<p>[example:webgl_camera_array camera / array ]</p>
These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
</p>
<h2>Code Example</h2>
<code>
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
This uses the [page:ImageLoader] internally for loading files.
</p>
<h2>Example</h2>
<p>
[example:webgl_geometry_cube geometry / cube]
</p>
<h2>Code Example</h2>
<code>
var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
...
...
@@ -30,7 +26,7 @@
var material = new THREE.MeshBasicMaterial( { map: texture } );
</code>
<h2>Example with Callbacks</h2>
<h2>Code Example with Callbacks</h2>
<code>
// instantiate a loader
...
...
@@ -59,7 +55,15 @@
);
</code>
Please note three.js r84 dropped support for TextureLoader progress events. For a TextureLoader that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145 this thread].
<p>
Please note three.js r84 dropped support for TextureLoader progress events. For a TextureLoader that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145 this thread].