My code is:
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.SphereGeometry(1, 32, 32);
var material = new THREE.MeshNormalMaterial();
var sphere = new THREE.Mesh( geometry, material );
scene.add( sphere );
camera.position.z = 3;
function render() {
requestAnimationFrame( render );
sphere.rotation.x += 0.01;
sphere.rotation.y += 0.01;
renderer.render( scene, camera );
}
render();
</script>
I use three.js for making a 3D sphere. And I need it, to be on center of screen every time, when widow change size. Right now, if I move size of widows it will breaks. How I can fix it?
Add a listener for the window resize event to change the camera.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.SphereGeometry(1, 32, 32);
var material = new THREE.MeshNormalMaterial();
var sphere = new THREE.Mesh( geometry, material );
scene.add( sphere );
camera.position.z = 3;
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
function render() {
requestAnimationFrame( render );
sphere.rotation.x += 0.01;
sphere.rotation.y += 0.01;
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
render();
body {
padding: 0px;
margin: 0px;
}
<script src="https://rawgit.com/mrdoob/three.js/r134/build/three.min.js"></script>