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<!doctype html>
    <title>Wide Barn Demo</title>
      body { max-width: 100%; }
      /* feel free to style the canvas any way you want. If you want it to
      use the entire window, set width: 100% and height: 100%. */
      canvas {
          width: 100%;
          height: 500px;

  <h1>Simple Three.js Demo: Wide Barn</h1>





                // We always need a scene.
var scene = new THREE.Scene();

// ====================================================================

/* Next, we create objects in our scene. Here, the <q>classic</q>
barn. The front left bottom vertex of the barn is the origin, so, for
example, the x coordinates go from 0 to 20. */

var barnWidth = 50;
var barnHeight = 30;
var barnDepth = 40;

var barnGeometry = TW.createBarn( barnWidth, barnHeight, barnDepth );

// the createMesh function adds a "demo" material to the geometry

var barnMesh = TW.createMesh( barnGeometry );

// the scene is the set of things to render, so add the barn.


// ================================================================
// We always need a renderer

var renderer = new THREE.WebGLRenderer();

TW.mainInit(renderer, scene);

/* We always need a camera; here we'll use a default orbiting camera.  The
third argument are the ranges for the coordinates, to help with setting up
the placement of the camera. They need not be perfectly accurate, but if
they are way off, your camera might not see anything, and you'll get a
blank canvas. */

               {minx: 0, maxx: barnWidth,
                miny: 0, maxy: barnHeight + barnWidth/2,
                minz: -barnDepth, maxz: 0});