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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

              * {
  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});

// Add support for retina displays

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

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

* Images

// 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.MeshBasicMaterial({
  map: loader.load('')

To build a custom geometry, we'll use the THREE.Geometry() class, which is the base class for most higher-order geometries

var geometry = new THREE.Geometry();

Now we need to push some vertices into that geometry to identify the coordinates the geometry should cover

// Create a helper function that returns an int {-700,700}.
// We'll use this function to set each subimage's x and
// y coordinate positions
function getRandomInt() {
  var val = Math.random() * 700;
  return Math.random() > 0.5
    ? -val
    : val;

// Identify the subimage size in px
var image = {width: 128, height: 128};

// Identify the total number of cols & rows in the image atlas
var atlas = {width: 1280, height: 1280, cols: 10, rows: 10};

// For each of the 100 subimages in the montage, add four 
// vertices (one for each corner), in the following order:
// lower left, lower right, upper right, upper left
for (var i=0; i<100; i++) {
  // Create x, y, z coords for this subimage
  var coords = {
    x: getRandomInt(),
    y: getRandomInt(),
    z: -400
    new THREE.Vector3(
    new THREE.Vector3(
      coords.x + image.width,
    new THREE.Vector3(
      coords.x + image.width,
      coords.y + image.height,
    new THREE.Vector3(
      coords.y + image.height,

  // Add the first face (the lower-right triangle)
  var faceOne = new THREE.Face3(

  // Add the second face (the upper-left triangle)
  var faceTwo = new THREE.Face3(

  // Add those faces to the geometry
  geometry.faces.push(faceOne, faceTwo);
  // Identify this subimage's offset in the x dimension
  // An xOffset of 0 means the subimage starts flush with
  // the left-hand edge of the atlas
  var xOffset = (i % 10) * (image.width / atlas.width);
  // Identify this subimage's offset in the y dimension
  // A yOffset of 0 means the subimage starts flush with
  // the bottom edge of the atlas
  var yOffset = Math.floor(i/10) * (image.height / atlas.height);
  // Use the xOffset and yOffset (and the knowledge that
  // each row and column contains only 10 images) to specify
  // the regions of the current image
    new THREE.Vector2(xOffset, yOffset),
    new THREE.Vector2(xOffset+.1, yOffset),
    new THREE.Vector2(xOffset+.1, yOffset+.1)

  // Map the region of the image described by the lower-left, 
  // upper-right, and upper-left vertices to `faceTwo`
    new THREE.Vector2(xOffset, yOffset),
    new THREE.Vector2(xOffset+.1, yOffset+.1),
    new THREE.Vector2(xOffset, yOffset+.1)

// 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 );
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