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three.js · API reference

SphereGeometry

Quick answer

SphereGeometry builds a sphere from latitude and longitude segments, with optional phiStart, phiLength, thetaStart, and thetaLength to carve hemispheres, caps, or bands. UVs map longitude to u and latitude to v, so ordinary equirectangular textures wrap correctly. Choose 16 by 8 for distant markers and 64 by 32 or higher for close globes.

Last verified 2026-11-03 · three.js 0.160.0 · Cite this page
new THREE.SphereGeometry ( radius , widthSegments , heightSegments , phiStart , phiLength , thetaStart , thetaLength )
Key points
Example
const globe = new THREE.Mesh(
  new THREE.SphereGeometry(100, 64, 32),
  new THREE.MeshStandardMaterial({
    map: earthTexture,
    roughness: 0.9,
    metalness: 0
  })
);
scene.add(globe);
const dome = new THREE.Mesh(
  new THREE.SphereGeometry(60, 48, 16, 0, Math.PI * 2, 0, Math.PI / 2),
  new THREE.MeshBasicMaterial({
    color: 0x6f9ed8,
    side: THREE.DoubleSide,
    transparent: true,
    opacity: 0.35
  })
);
dome.position.y = 0;
scene.add(dome);
Notes
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English edition written for Atlaslog. Code is taken from the original Chinese page and runs unchanged.
Cite this page

Atlaslog (2026). SphereGeometry. https://www.jingweizhi.com/en/three/api/sphere-geometry.html (accessed 2026-11-03).