If Ajax is
then maybe graphics is
Client side rendering of course scales very well.
Server CPU is overloaded.
Client has idle CPU and dedicated GPU.
There is no movie.
No animated GIF.
There is just a flat JPEG on disk
makes a sphere, paints it with the JPEG, rotates it,
and responds to mouse.
If you are not a graphics specialist,
you will probably want to
in higher-level objects and methods.
Test of Three.js
For all these demos, "View Source" to see the entire thing!
- View Source to see!
- This was very easy. This was my first day using Three.js.
Might save three.js locally.
- Can read "textures" from image files on disk.
i.e. Through Ajax.
- Look at objects in the console:
- Not ideal: Debug offline
- For offline debugging, we have a problem. We need to read local files (e.g. textures) off disk.
- Can run Chrome as follows:
"C:\Program Files..\chrome.exe" --allow-file-access-from-files "C:\Users\..\file.html"
- Chrome Command Line Switches
- Better: Debug online
- Better to debug online on your own site.
Then the file reads are Ajax calls to the server, which is fine.
Resources (colors, textures, skyboxes, music, key codes)
Cube maps (Skyboxes)
Mouse and keyboard control
More advanced demo