API Reference Book
How to Read This Book
This reference book was generated from the publicly accessible documentation
at https://threejs.org/manual/en/creating-a-scene on 2026-08-09. It is a structured,
self-contained snapshot suitable for offline reference and AI ingestion.
Where to start
- Table of Contents — the right pane (HTML) or page 2 (PDF) shows every chapter and sub-section. Each entry links to its anchor.
- Chapter introduction — each chapter opens with a one-paragraph summary explaining its scope.
- Code blocks — syntax-highlighted using Pygments; copy-pasteable.
- Search — use your reader's full-text search (Ctrl-F) for any symbol or word.
Conventions
- Inline code:
identifier. - Parameter descriptions use italics; required vs optional is called out explicitly.
- Cross-references (e.g. see §4.2) are clickable in the HTML version.
Guide
Aligning HTML Elements to 3D
A three.js manual guide on how to align HTML elements to 3D objects in the scene. The actual article content was not included in the extracted page payload (only sidebar navigation was provided).
Aligning HTML Elements to 3D
The full article body for this page was not present in the provided raw extraction. Only the sidebar navigation tree for the three.js manual was captured. Refer to the source URL for the complete article, which typically explains using the Vector3.project(camera) method to convert a 3D point into 2D screen coordinates, then positioning a CSS2DRenderer or CSS2DObject / absolute-positioned
See Also
- https://threejs.org/manual/en/installation.html
- https://threejs.org/manual/en/creating-a-scene.html
- https://threejs.org/manual/en/creating-text.html
- https://threejs.org/manual/en/drawing-lines.html
- https://threejs.org/manual/en/faq.html
- https://threejs.org/manual/en/libraries-and-plugins.html
- https://threejs.org/manual/en/loading-3d-models.html
- https://threejs.org/manual/en/uniform-types.html
- https://threejs.org/manual/en/useful-links.html
- https://threejs.org/manual/en/webgl-compatibility-check.html
- https://threejs.org/manual/en/animation-system.html
- https://threejs.org/manual/en/color-management.html
- https://threejs.org/manual/en/how-to-create-vr-content.html
- https://threejs.org/manual/en/how-to-dispose-of-objects.html
- https://threejs.org/manual/en/how-to-update-things.html
- https://threejs.org/manual/en/how-to-use-post-processing.html
- https://threejs.org/manual/en/matrix-transformations.html
- https://threejs.org/manual/en/fundamentals.html
- https://threejs.org/manual/en/responsive.html
- https://threejs.org/manual/en/prerequisites.html
- https://threejs.org/manual/en/setup.html
- https://threejs.org/manual/en/primitives.html
- https://threejs.org/manual/en/scenegraph.html
- https://threejs.org/manual/en/materials.html
- https://threejs.org/manual/en/textures.html
- https://threejs.org/manual/en/lights.html
- https://threejs.org/manual/en/cameras.html
- https://threejs.org/manual/en/shadows.html
- https://threejs.org/manual/en/fog.html
- https://threejs.org/manual/en/rendertargets.html
- https://threejs.org/manual/en/custom-buffergeometry.html
- https://threejs.org/manual/en/physics.html
- https://threejs.org/manual/en/rendering-on-demand.html
- https://threejs.org/manual/en/debugging-javascript.html
- https://threejs.org/manual/en/debugging-glsl.html
- https://threejs.org/manual/en/tips.html
- https://threejs.org/manual/en/optimize-lots-of-objects.html
- https://threejs.org/manual/en/optimize-lots-of-objects-animated.html
- https://threejs.org/manual/en/offscreencanvas.html
- https://threejs.org/manual/en/load-obj.html
- https://threejs.org/manual/en/load-gltf.html
- https://threejs.org/manual/en/backgrounds.html
- https://threejs.org/manual/en/transparency.html
- https://threejs.org/manual/en/multiple-scenes.html
- https://threejs.org/manual/en/picking.html
- https://threejs.org/manual/en/post-processing.html
- https://threejs.org/manual/en/shadertoy.html
- https://threejs.org/manual/en/indexed-textures.html
- https://threejs.org/manual/en/canvas-textures.html
- https://threejs.org/manual/en/billboards.html
- https://threejs.org/manual/en/cleanup.html
- https://threejs.org/manual/en/voxel-geometry.html
- https://threejs.org/manual/en/game.html
- https://threejs.org/manual/en/webgpurenderer.html
- https://threejs.org/manual/en/webgpu-postprocessing.html
- https://threejs.org/manual/en/webxr-basics.html
- https://threejs.org/manual/en/webxr-look-to-select.html
- https://threejs.org/manual/en/webxr-point-to-select.html
- https://threejs.org/manual/en/material-table.html
Reference
Animation System - three.js manual
Extraction fallback content. [tool_calls]
Animation System - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Backgrounds and Skyboxes - three.js manual
Extraction fallback content. [tool_calls]
Backgrounds and Skyboxes - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Cameras - three.js manual
Extraction fallback content. [tool_calls]
Cameras - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Canvas Textures - three.js manual
Extraction fallback content. [tool_calls]
Canvas Textures - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Cleanup - three.js manual
Extraction fallback content. [tool_calls]
Cleanup - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Color Management - three.js manual
Extraction fallback content. [tool_calls]
Color Management - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Creating a scene - three.js manual
Extraction fallback content. [tool_calls]
Creating a scene - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Creating Text - three.js manual
Extraction fallback content. [tool_calls]
Creating Text - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Custom BufferGeometry - three.js manual
Extraction fallback content. [tool_calls]
Custom BufferGeometry - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Debugging - GLSL - three.js manual
Extraction fallback content. [tool_calls]
Debugging - GLSL - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Debugging JavaScript - three.js manual
Extraction fallback content. [tool_calls]
Debugging JavaScript - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Drawing Lines - three.js manual
Extraction fallback content. [tool_calls]
Drawing Lines - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Fundamentals - three.js manual
Extraction fallback content. [tool_calls]
Fundamentals - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Making a Game - three.js manual
Extraction fallback content. [tool_calls]
Making a Game - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
How to create VR content - three.js manual
Extraction fallback content. [tool_calls]
How to create VR content - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
How to dispose of Objects - three.js manual
Extraction fallback content. [tool_calls]
How to dispose of Objects - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
How to update Things - three.js manual
Extraction fallback content. [tool_calls]
How to update Things - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Indexed Textures for Picking and Color - three.js manual
Extraction fallback content. [tool_calls]
Indexed Textures for Picking and Color - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Libraries and Plugins - three.js manual
Extraction fallback content. [tool_calls]
Libraries and Plugins - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Lights - three.js manual
Extraction fallback content. [tool_calls]
Lights - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Loading a .GLTF File - three.js manual
Extraction fallback content. [tool_calls]
Loading a .GLTF File - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Loading a .OBJ File - three.js manual
Extraction fallback content. [tool_calls]
Loading a .OBJ File - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Loading 3D Models - three.js manual
Extraction fallback content. [tool_calls]
Loading 3D Models - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Material Feature Table - three.js manual
Extraction fallback content. [tool_calls]
Material Feature Table - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Materials - three.js manual
Extraction fallback content. [tool_calls]
Materials - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Matrix Transformations - three.js manual
Extraction fallback content. [tool_calls]
Matrix Transformations - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Multiple Canvases Multiple Scenes - three.js manual
Extraction fallback content. [tool_calls]
Multiple Canvases Multiple Scenes - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
OffscreenCanvas - three.js manual
Extraction fallback content. [tool_calls]
OffscreenCanvas - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Optimize Lots of Objects - three.js manual
Extraction fallback content. [tool_calls]
Optimize Lots of Objects - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Optimize Lots of Objects Animated - three.js manual
Extraction fallback content. [tool_calls]
Optimize Lots of Objects Animated - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Physics - three.js manual
Extraction fallback content. [tool_calls]
Physics - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Picking - three.js manual
Extraction fallback content. [tool_calls]
Picking - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Post Processing - three.js manual
Extraction fallback content. [tool_calls]
Post Processing - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Prerequisites - three.js manual
Extraction fallback content. [tool_calls]
Prerequisites - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Rendering on Demand - three.js manual
Extraction fallback content. [tool_calls]
Rendering on Demand - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Render Targets - three.js manual
Extraction fallback content. [tool_calls]
Render Targets - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Responsive Design - three.js manual
Extraction fallback content. [tool_calls]
Responsive Design - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Scene Graph - three.js manual
Extraction fallback content. [tool_calls]
Scene Graph - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Setup - three.js manual
Extraction fallback content. [tool_calls]
Setup - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Three.js and Shadertoy - three.js manual
Extraction fallback content. [tool_calls]
Three.js and Shadertoy - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Textures - three.js manual
Extraction fallback content. [tool_calls]
Textures - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Tips - three.js manual
Extraction fallback content. [tool_calls]
Tips - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Tips - three.js manual
Extraction fallback content. [tool_calls]
Tips - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Tips - three.js manual
Extraction fallback content. [tool_calls]
Tips - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Tips - three.js manual
Extraction fallback content. [tool_calls]
Tips - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Transparency - three.js manual
Extraction fallback content. [tool_calls]
Transparency - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Uniform Types - three.js manual
Extraction fallback content. [tool_calls]
Uniform Types - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Useful Links - three.js manual
Extraction fallback content. [tool_calls]
Useful Links - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
three.js manual
Extraction fallback content. [tool_calls]
three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
WebGL Compatibility Check - three.js manual
Extraction fallback content. [tool_calls]
WebGL Compatibility Check - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
Post-Processing with WebGPURenderer - three.js manual
Extraction fallback content. [tool_calls]
Post-Processing with WebGPURenderer - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
WebGPURenderer - three.js manual
Extraction fallback content. [tool_calls]
WebGPURenderer - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
VR - three.js manual
Extraction fallback content. [tool_calls]
VR - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
VR - Look to Select - three.js manual
Extraction fallback content. [tool_calls]
VR - Look to Select - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game
WebGPU
WebXR
Reference
VR - 3DOF Point to Select - three.js manual
Extraction fallback content. [tool_calls]
VR - 3DOF Point to Select - three.js manual
Getting Started
- Installation
- Creating a Scene
- Creating Text
- Drawing Lines
- FAQ
- Libraries and Plugins
- Loading 3D Models
- Uniform Types
- Useful Links
- WebGL Compatibility Check
Next Steps
- Animation System
- Color Management
- How to create VR content
- How to dispose of Objects
- How to update Things
- How to use Post Processing
- Matrix Transformations
Basics
Fundamentals
- Primitives
- Scenegraph
- Materials
- Textures
- Lights
- Cameras
- Shadows
- Fog
- Render Targets
- Custom BufferGeometry
- Physics
Tips
- Rendering On Demand
- Debugging JavaScript
- Debugging GLSL
- Taking a screenshot
- Prevent the Canvas Being Cleared
- Get Keyboard Input From a Canvas
- Make the Canvas Transparent
- Use three.js as Background in HTML
Optimization
- Optimizing Lots of Objects
- Optimizing Lots of Objects Animated
- Using OffscreenCanvas in a Web Worker
Solutions
- Load an .OBJ file
- Load a .GLTF file
- Add a Background or Skybox
- How to Draw Transparent Objects
- Multiple Canvases, Multiple Scenes
- Picking Objects with the mouse
- Post Processing
- Using Shadertoy shaders
- Aligning HTML Elements to 3D
- Using Indexed Textures for Picking and Color
- Using A Canvas for Dynamic Textures
- Billboards and Facades
- Freeing Resources
- Making Voxel Geometry (Minecraft)
- Start making a Game