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Animation pos/rot/fov/fog/color tweaks
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@ -7,46 +7,82 @@
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viewBox="0 0 33.866666 33.866668"
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version="1.1"
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sodipodi:docname="mesh_pattern.svg"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:svg="http://www.w3.org/2000/svg">
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xmlns:svg="http://www.w3.org/2000/svg"
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xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
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xmlns:cc="http://creativecommons.org/ns#"
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xmlns:dc="http://purl.org/dc/elements/1.1/">
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<title
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id="title2697">xemu.app Orb Mesh Texture</title>
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inkscape:window-height="1017"
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inkscape:window-x="3844"
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inkscape:window-y="1097"
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inkscape:window-maximized="0"
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style="fill:#062a00;stroke-width:1.05833333;fill-opacity:1;stroke:#2c6d0f;stroke-opacity:1;stroke-miterlimit:4;stroke-dasharray:none"
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<metadata
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id="metadata2695">
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<rdf:RDF>
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<cc:Work
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rdf:about="">
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<dc:title>xemu.app Orb Mesh Texture</dc:title>
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</cc:Work>
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</rdf:RDF>
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Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 3.5 KiB |
@ -242,8 +242,8 @@ if (platform != undefined) {
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<script type="text/javascript">
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var canvas = document.querySelector('#bg-scene');
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var scene = new THREE.Scene();
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var camera = new THREE.PerspectiveCamera( 50, canvas.offsetWidth/canvas.offsetHeight, 0.1, 1000 );
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scene.fog = new THREE.Fog('black', 0.5, 2.75);
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var camera = new THREE.PerspectiveCamera( 74.5, canvas.offsetWidth/canvas.offsetHeight, 0.1, 1000 );
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scene.fog = new THREE.Fog('black', 0.2, 2.45);
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scene.background = new THREE.Color('black');
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var renderer = new THREE.WebGLRenderer();
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@ -260,13 +260,14 @@ const geometry = new THREE.SphereGeometry( 1, 50, 25 );
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var material = new THREE.MeshBasicMaterial( { map: texture, side: THREE.BackSide } );
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var sphere = new THREE.Mesh( geometry, material );
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scene.add( sphere );
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camera.position.z = 1;
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camera.position.z = 0.65;
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camera.position.x = 0.12;
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var clock = new THREE.Clock();
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var render = function () {
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requestAnimationFrame( render );
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var delta = clock.getDelta();
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sphere.rotation.y += 0.01 * delta;
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var t = clock.getElapsedTime();
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sphere.rotation.y = (Math.PI/10) * Math.sin(t * Math.PI / 50);
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renderer.render(scene, camera);
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};
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render();
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