mirror of
https://github.com/wahyd4/three.js.git
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WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
264 lines
7.2 KiB
HTML
264 lines
7.2 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js canvas - depth material</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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font-family: Monospace;
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background-color: #000000;
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margin: 0px;
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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 type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript">
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var container, stats;
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var camera, scene, renderer;
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var cube, plane;
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var targetRotation = 0;
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var targetRotationOnMouseDown = 0;
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var mouseX = 0;
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var mouseXOnMouseDown = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var moveForward = false,
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moveBackwards = false,
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moveUp = false,
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moveDown = false,
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moveLeft = false,
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moveRight = false,
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yawLeft = false,
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yawRight = false,
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pitchUp = false,
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pitchDown = false,
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rollLeft = false,
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rollRight = false;
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var debugContext;
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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.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.x = 1000;
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camera.position.y = 1000;
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camera.position.z = 1000;
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// camera.target.position.y = 150;
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scene = new THREE.Scene();
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// Plane
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var material = new THREE.MeshDepthMaterial();
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plane = new THREE.Mesh( new THREE.Plane( 1000, 1000, 10, 10 ), material );
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plane.rotation.x = - 90 * ( Math.PI / 180 );
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plane.position.y = - 100;
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plane.doubleSided = true;
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scene.addObject( plane );
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// Spheres
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geometry = new THREE.Cube( 100, 100, 100 );
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material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
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for (var i = 0; i < 20; i ++ ) {
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cube = new THREE.Mesh( geometry, material );
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cube.overdraw = true;
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cube.position.x = ( i % 5 ) * 200 - 400;
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cube.position.z = Math.floor( i / 5 ) * 200 - 350;
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/*
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cube.position.x = Math.random() * 1000 - 500;
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cube.position.y = Math.random() * 1000 - 500;
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cube.position.z = Math.random() * 1000 - 500;
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*/
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cube.rotation.x = Math.random() * 200 - 100;
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cube.rotation.y = Math.random() * 200 - 100;
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cube.rotation.z = Math.random() * 200 - 100;
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/*
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cube.scale.x = cube.scale.y = cube.scale.z = Math.random() + 0.5;
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*/
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scene.addObject(cube);
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}
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// Lights
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var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
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scene.addLight( ambientLight );
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var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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var pointLight = new THREE.PointLight( 0xff0000, 1 );
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scene.addLight( pointLight );
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renderer = new THREE.CanvasRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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var debugCanvas = document.createElement( 'canvas' );
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debugCanvas.width = 512;
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debugCanvas.height = 512;
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debugCanvas.style.position = 'absolute';
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debugCanvas.style.top = '0px';
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debugCanvas.style.left = '0px';
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container.appendChild( debugCanvas );
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debugContext = debugCanvas.getContext( '2d' );
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debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
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debugContext.strokeStyle = '#808080';
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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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container.appendChild(stats.domElement);
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document.addEventListener( 'keydown', onDocumentKeyDown, false );
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document.addEventListener( 'keyup', onDocumentKeyUp, false );
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}
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function onDocumentKeyDown( event ) {
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switch( event.keyCode ) {
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case 38: moveForward = true; break; // up
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case 40: moveBackwards = true; break; // down
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case 37: moveLeft = true; break; // left
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case 39: moveRight = true; break; // right
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case 65: yawLeft = true; break; // a
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case 68: yawRight = true; break; // d
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case 87: moveUp/*pitchUp*/ = true; break; // w
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case 83: moveDown/*pitchDown*/ = true; break; // s
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case 90: rollLeft = true; break; // z
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case 67: rollRight = true; break; // c
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}
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}
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function onDocumentKeyUp( event ) {
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switch( event.keyCode ) {
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case 38: moveForward = false; break; // up
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case 40: moveBackwards = false; break; // down
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case 37: moveLeft = false; break; // left
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case 39: moveRight = false; break; // right
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case 65: yawLeft = false; break; // a
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case 68: yawRight = false; break; // d
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case 87: moveUp/*pitchUp*/ = false; break; // w
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case 83: moveDown/*pitchDown*/ = false; break; // s
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case 90: rollLeft = false; break; // z
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case 67: rollRight = false; break; // c
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}
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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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if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
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if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );
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if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
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if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );
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if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
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if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );
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if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
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if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
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if ( yawLeft ) camera.target.position.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
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if ( yawRight ) camera.target.position.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
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if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
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if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
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debugContext.clearRect( - 256, - 256, 512, 512 );
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debugContext.beginPath();
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// center
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debugContext.moveTo( - 10, 0 );
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debugContext.lineTo( 10, 0 );
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debugContext.moveTo( 0, - 10 );
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debugContext.lineTo( 0, 10 );
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// camera
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debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
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debugContext.lineTo( camera.target.position.x * 0.1, camera.target.position.z * 0.1 );
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debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
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debugContext.rect( camera.target.position.x * 0.1 - 5, camera.target.position.z * 0.1 - 5, 10, 10 );
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debugContext.rect( - 50, - 50, 100, 100 );
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for ( var i = 1; i < scene.objects.length; i++ ) {
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var object = scene.objects[i];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
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debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
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}
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debugContext.closePath();
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debugContext.stroke();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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