I am facing a challenge in getting this hello world example to work on my personal computer: http://jsfiddle.net/GKCx6/
You can access my current progress here:
Although I have made several attempts, I am unable to render anything successfully. How should I go about debugging this issue? I have used firebug for troubleshooting.
Below is the code snippet from index.html:
<!doctype html>
<html>
<head>
<title>learningthree.js boiler plate for three.js</title>
<meta charset="utf-8">
</head>
<body>
<!-- three.js container -->
<div id="container"></div>
<!-- info on screen display -->
</body>
<script src="three.js"></script>
<script src="main.js"></script>
</html>
Here is the snippet from main.js:
// RequestAnimationFrame.js:
if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = ( function() {
return window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback, element ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
}
// Hello World1 from https://github.com/mrdoob/three.js
var camera, scene, renderer,
geometry, material, mesh;
init();
//console.log("renderer defined? ", renderer);
animate();
function init() {
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
console.log("THREE.Scene available? ", THREE.Scene);
scene = new THREE.Scene();
console.log("scene created? ", scene);
geometry = new THREE.CubeGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( 800, 600 );
//renderer.setSize( window.innerWidth, window.innerHeight );
container = document.getElementById("container");
container.appendChild(renderer.domElement);
}
function animate() {
// Include examples/js/RequestAnimationFrame.js for cross-browser compatibility.
requestAnimationFrame( animate );
console.log("animate in action");
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
console.log("renderer in action");
renderer.render( scene, camera );
}