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Added CanvasRenderer StereoEffect example.
CanvasRenderer still needs some sort of masking...
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js canvas - effects - stereo</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/effects/StereoEffect.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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var container, stats;
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var camera, scene, renderer;
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var geometry, group;
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var effect;
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var mouseX = 0, mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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var geometry = new THREE.BoxGeometry( 100, 100, 100 );
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var material = new THREE.MeshNormalMaterial( { overdraw: 0.5 } );
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group = new THREE.Object3D();
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for ( var i = 0; i < 200; i ++ ) {
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = Math.random() * 2000 - 1000;
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mesh.position.y = Math.random() * 2000 - 1000;
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mesh.position.z = Math.random() * 2000 - 1000;
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mesh.rotation.x = Math.random() * 2 * Math.PI;
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mesh.rotation.y = Math.random() * 2 * Math.PI;
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mesh.matrixAutoUpdate = false;
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mesh.updateMatrix();
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group.add( mesh );
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}
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scene.add( group );
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renderer = new THREE.CanvasRenderer();
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renderer.setClearColor( 0xffffff );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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effect = new THREE.StereoEffect( renderer );
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effect.setSize( window.innerWidth, window.innerHeight );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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effect.setSize( window.innerWidth, window.innerHeight );
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}
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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX ) * 10;
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mouseY = ( event.clientY - windowHalfY ) * 10;
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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camera.position.x += ( mouseX - camera.position.x ) * .05;
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camera.position.y += ( - mouseY - camera.position.y ) * .05;
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camera.lookAt( scene.position );
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var currentSeconds = Date.now();
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group.rotation.x = Math.sin( currentSeconds * 0.0007 ) * 0.5;
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group.rotation.y = Math.sin( currentSeconds * 0.0003 ) * 0.5;
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group.rotation.z = Math.sin( currentSeconds * 0.0002 ) * 0.5;
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effect.render( scene, camera );
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}
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</script>
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</body>
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</html>

examples/canvas_geometry_hierarchy.html

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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js canvas - geometry hierarchy 2</title>
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<title>three.js canvas - geometry - hierarchy</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>

examples/index.html

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"canvas_ascii_effect",
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"canvas_camera_orthographic",
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"canvas_camera_orthographic2",
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"canvas_effects_stereo",
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"canvas_geometry_birds",
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"canvas_geometry_cube",
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"canvas_geometry_earth",

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