Over a million developers have joined DZone.
{{announcement.body}}
{{announcement.title}}

Combining three.js and KineticJS [update]

DZone's Guide to

Combining three.js and KineticJS [update]

· Web Dev Zone ·
Free Resource

Learn how error monitoring with Sentry closes the gap between the product team and your customers. With Sentry, you can focus on what you do best: building and scaling software that makes your users’ lives better.

I wrote already how to combine three.js and Kinetic.js in the previous blog post. Since then, both libraries have evolved and the same code won’t work anymore so here is the update.

First, KineticJS is now initialized slightly differently. Instead of passing arguments, you pass a config object. The following code will construct a new KineticJS.Stage object:

stage = new Kinetic.Stage({
    container: "container",
    width: 700,
    height: 700
});

Three.js requires an HTML5 canvas element, not KineticJS wrapper around it. The correct way to initialize it is:

renderer = new THREE.CanvasRenderer({canvas: layer3D.getCanvas().getElement()});

Note: if you want to use WebGLRenderer instead of CanvasRenderer, the above code will not work. I will write a follow up post for that scenario soon.

You can see my new sample here.
Here is a jsfiddle version http://jsfiddle.net/hXw6D/3/.




What’s the best way to boost the efficiency of your product team and ship with confidence? Check out this ebook to learn how Sentry's real-time error monitoring helps developers stay in their workflow to fix bugs before the user even knows there’s a problem.

Topics:

Published at DZone with permission of

Opinions expressed by DZone contributors are their own.

{{ parent.title || parent.header.title}}

{{ parent.tldr }}

{{ parent.urlSource.name }}