Reputation: 30158
I have a working threejs example in which particles are rendered via canvas on to a spherical object using the program function, like this:
var material = new THREE.ParticleCanvasMaterial( {
color: 0xffffff,
program: function ( context ) {
context.beginPath();
context.arc( 0, 0, 1, 0, PI2, true );
context.closePath();
context.fill();
}
} );
for ( var i = 0; i < 1000; i ++ ) {
particle = new THREE.Particle( material );
particle.position.x = Math.random() * 2 - 1;
particle.position.y = Math.random() * 2 - 1;
particle.position.z = Math.random() * 2 - 1;
particle.position.normalize();
particle.position.multiplyScalar( Math.random() * 10 + 600 );
initParticle( particle, i * 10 );
scene.add( particle );
}
However, I'd like to switch to the webGL renderer in order for things to run a little faster, but it doesn't have a program option. It seems like maybe I need to use map, but I'm not sure how. Anybody have any ideas on how to adjust this code to accomplish the same thing with the webGL renderer.
Upvotes: 2
Views: 3521
Reputation: 792
Here's an example that shows how to procedurally create textures for your particles using the WebGLRenderer: http://jsfiddle.net/y18ag3dq/
However, if you wish to use your own texture, simply load whatever texture you want into the map
field:
var texture = THREE.ImageUtils.loadTexture('/images/my_texture.png');
// Do NOT set this flag. Explanation provided by WestLangley in the comments
// texture.needsUpdate=true;
var material = new THREE.ParticleBasicMaterial({
// ...
map: texture,
// add all relevant fields as described in the link above
});
// geometry should contain your particle vertices
var particle = new THREE.ParticleSystem(geometry, material);
scene.add(particle);
Upvotes: 1