I am struggling to identify the issue with this code snippet (http://jsfiddle.net/resistdesign/s6npL/). Despite referencing the documentation and some examples, the lights don't seem to be functioning as expected.
var camera, scene, renderer, geometry, material, mesh, light1;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
geometry = new THREE.CubeGeometry(200, 200, 200);
material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0xffffff, shininess: 50, shading: THREE.SmoothShading } );
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
scene.add( new THREE.AmbientLight( 0x000000 ) );
light1 = new THREE.PointLight( 0xff0040, 2, 50 );
scene.add( light1 );
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var time = Date.now() * 0.0005;
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
light1.position.x = Math.sin( time * 0.7 ) * 30;
light1.position.y = Math.cos( time * 0.5 ) * 40;
light1.position.z = Math.cos( time * 0.3 ) * 30;
renderer.render(scene, camera);
}