The default material used by [page:Points].
const vertices = [];
for ( let i = 0; i < 10000; i ++ ) {
const x = THREE.MathUtils.randFloatSpread( 2000 );
const y = THREE.MathUtils.randFloatSpread( 2000 );
const z = THREE.MathUtils.randFloatSpread( 2000 );
vertices.push( x, y, z );
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
const material = new THREE.PointsMaterial( { color: 0x888888 } );
const points = new THREE.Points( geometry, material );
scene.add( points );
[example:misc_controls_fly misc / controls / fly]
[example:webgl_buffergeometry_drawrange WebGL / BufferGeometry / drawrange]
[example:webgl_buffergeometry_points WebGL / BufferGeometry / points]
[example:webgl_buffergeometry_points_interleaved WebGL / BufferGeometry / points / interleaved]
[example:webgl_camera WebGL / camera ]
[example:webgl_geometry_convex WebGL / geometry / convex]
[example:webgl_geometry_shapes WebGL / geometry / shapes]
[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]
[example:webgl_multiple_elements_text WebGL / multiple / elements / text]
[example:webgl_points_billboards WebGL / points / billboards]
[example:webgl_points_dynamic WebGL / points / dynamic]
[example:webgl_points_sprites WebGL / points / sprites]
[page:Object parameters] - (optional) an object with one or more
properties defining the material's appearance. Any property of the
material (including any property inherited from [page:Material]) can be
passed in here.
The exception is the property [page:Hexadecimal color], which can be
passed in as a hexadecimal string and is `0xffffff` (white) by default.
[page:Color.set]( color ) is called internally.
See the base [page:Material] class for common properties.
The alpha map is a grayscale texture that controls the opacity across the
surface (black: fully transparent; white: fully opaque). Default is
null.
Only the color of the texture is used, ignoring the alpha channel if one
exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
will use the green channel when sampling this texture due to the extra bit
of precision provided for green in DXT-compressed and uncompressed RGB 565
formats. Luminance-only and luminance/alpha textures will also still work
as expected.
[page:Color] of the material, by default set to white (0xffffff).
Whether the material is affected by fog. Default is `true`.
Sets the color of the points using data from a [page:Texture]. May optionally include an alpha channel, typically combined with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest].
Defines the size of the points in pixels. Default is `1.0`.
Will be capped if it exceeds the hardware dependent parameter
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].
Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.
See the base [page:Material] class for common methods.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]