user3147777
user3147777

Reputation: 113

Three js buffergeometry for spheres

Im trying to make a three js document which shows lots of spherical objects, the quickest way to do this is by using buffergeometry. From this post here I learned that I could convert normal geometry into buffergeometry using:

    var sphere = new THREE.SphereGeometry( 4, 0.05, 0.025 );
    var geometry = THREE.BufferGeometryUtils.fromGeometry( sphere );

But this does not seem to work for me, the rest of the code that creates the object reads:

    var positions = new Float32Array( x_GAMA.length * 3 );


    for ( var i = 0; i < x_GAMA.length; i += 1 ) {

                // positions

                positions[ 3*i ]     =  x_GAMA[i]*10000;
                positions[ 3*i + 1 ] =  y_GAMA[i]*10000;
                positions[ 3*i + 2 ] =  z_GAMA[i]*10000;



            }
    geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );

    var material = new THREE.PointCloudMaterial( {size:1,color:0x999999}  );

    geometry.computeBoundingSphere();

    particleSystem = new THREE.PointCloud( geometry, material );


    scene.add( particleSystem );

It works fine if I use var geometry = new THREE.BufferGeometry(); but this creates squares which I do not want. Anyone have any idea why this does not seem to work? Thanks in advance.

Upvotes: 1

Views: 7558

Answers (1)

Falk Thiele
Falk Thiele

Reputation: 4494

In Three.js r71 you can create Sphere Buffer Geometry like this:

var sphereGeometry = new THREE.SphereGeometry( 4, 3, 2 );
var bufferSphereGeometry = new THREE.BufferGeometry().fromGeometry( sphereGeometry );

In r72 dev you can do ít straightforward like this:

// constructor: radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength
var sphereGeo = new THREE.SphereBufferGeometry( 4, 3, 2 ); //r72

Upvotes: 6

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