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                * {
  margin: 0;
  padding: 0;
  background: #000;
  color: #fff;


                // Create the scene and a camera to view it
var scene = new THREE.Scene();

* Camera

// Specify the portion of the scene visiable at any time (in degrees)
var fieldOfView = 75;

// Specify the camera's aspect ratio
var aspectRatio = window.innerWidth / window.innerHeight;

// Specify the near and far clipping planes. Only objects
// between those planes will be rendered in the scene
// (these values help control the number of items rendered
// at any given time)
var nearPlane = 0.1;
var farPlane = 1000;

// Use the values specified above to create a camera
var camera = new THREE.PerspectiveCamera(
  fieldOfView, aspectRatio, nearPlane, farPlane

// Finally, set the camera's position in the z-dimension
camera.position.z = 5;

* Renderer

// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});

// Specify the size of the canvas
renderer.setSize( window.innerWidth, window.innerHeight );

// Add the canvas to the DOM
document.body.appendChild( renderer.domElement );

* Image

// Create a texture loader so we can load our image file
var loader = new THREE.TextureLoader();

// Load an image file into a custom material
var material = new THREE.MeshLambertMaterial({
  map: loader.load('')

// create a plane geometry for the image with a width of 10
// and a height that preserves the image's aspect ratio
var geometry = new THREE.IcosahedronGeometry();

// combine our image geometry and material into a mesh
var mesh = new THREE.Mesh(geometry, material);

// set the position of the image mesh in the x,y,z dimensions

// add the image to the scene

* Lights

// Add a point light with #fff color, .7 intensity, and 0 distance
var light = new THREE.PointLight( 0xffffff, 1, 0 );

// Specify the light's position
light.position.set(1, 1, 100 );

// Add the light to the scene

* Render!

// The main animation function that re-renders the scene each animation frame
function animate() {
requestAnimationFrame( animate );
  renderer.render( scene, camera );
  mesh.rotation.x += 0.01;
  mesh.rotation.y += 0.01;
  mesh.rotation.z += 0.01;