Pen Settings



CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource


Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource


Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.


Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.




                html, body, canvas {
  margin: 0;
  padding: 0;
  width: 100%;
  height: 100%;


 * Very simple example rendering pure Three.js HUD on top of
 * a 3D scene.
 * For more info, read the blog post about this experiment:
 * For more fanciness, follor me on Twitter @jalajoki
document.addEventListener("DOMContentLoaded", function() {

  // We start by creating our 3D content. In this case a 
  // very simple spinning cube.
  // Create scene for 3D content.
  var scene = new THREE.Scene();
  // Create shortcuts for window size.
  var width = window.innerWidth;
  var height = window.innerHeight;

  // Create camera and move it a bit further. Make it to look to origo.
  var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 500 );
  camera.position.y = 100;
  camera.position.z = 100;
	camera.position.x = 100;
  // Create renderer.
  var renderer = new THREE.WebGLRenderer({antialias: false});
	renderer.setSize( width, height );
  renderer.autoClear = false;

  // Let there be light!
  var light = new THREE.DirectionalLight( 0xffffff, 1 );
	light.position.set( 50, 50, 50 );

  // And the box.
  var geometry = new THREE.BoxGeometry( 20, 20, 20 );
  var material = new THREE.MeshPhongMaterial( {color: 0xcccccc} );
  var cube = new THREE.Mesh( geometry, material );
  scene.add( cube );

  // Ok, now we have the cube. Next we'll create the hud. For that we'll
  // need a separate scene which we'll render on top of our 3D scene. We'll
  // use a dynamic texture to render the HUD.
  // We will use 2D canvas element to render our HUD.  
	var hudCanvas = document.createElement('canvas');
  // Again, set dimensions to fit the screen.
  hudCanvas.width = width;
  hudCanvas.height = height;

  // Get 2D context and draw something supercool.
  var hudBitmap = hudCanvas.getContext('2d');
	hudBitmap.font = "Normal 40px Arial";
  hudBitmap.textAlign = 'center';
  hudBitmap.fillStyle = "rgba(245,245,245,0.75)";
  hudBitmap.fillText('Initializing...', width / 2, height / 2);
  // Create the camera and set the viewport to match the screen dimensions.
  var cameraHUD = new THREE.OrthographicCamera(-width/2, width/2, height/2, -height/2, 0, 30 );

  // Create also a custom scene for HUD.
  sceneHUD = new THREE.Scene();
	// Create texture from rendered graphics.
	var hudTexture = new THREE.Texture(hudCanvas) 
	hudTexture.needsUpdate = true;
  // Create HUD material.
  var material = new THREE.MeshBasicMaterial( {map: hudTexture} );
  material.transparent = true;

  // Create plane to render the HUD. This plane fill the whole screen.
  var planeGeometry = new THREE.PlaneGeometry( width, height );
  var plane = new THREE.Mesh( planeGeometry, material );
  sceneHUD.add( plane );

  // Now we have two scenes. Only thing we need now is a render loop!
  function animate() {
    // Rotate cube.
    cube.rotation.x += 0.01;
    cube.rotation.y -= 0.01;
    cube.rotation.z += 0.03;

    // Update HUD graphics.
    hudBitmap.clearRect(0, 0, width, height);
    hudBitmap.fillText("RAD [x:"+(cube.rotation.x % (2 * Math.PI)).toFixed(1)+", y:"+(cube.rotation.y % (2 * Math.PI)).toFixed(1)+", z:"+(cube.rotation.z % (2 * Math.PI)).toFixed(1)+"]" , width / 2, height / 2);
  	hudTexture.needsUpdate = true;
    // Render scene.
    renderer.render(scene, camera);

    // Render HUD on top of the scene.
    renderer.render(sceneHUD, cameraHUD);

    // Request new frame.

  // Start animation.