title: Three.js - Make a rotation animation?
body: <p>I've built this piece of code...(javascript)</p>
  
  <p>Now we have a red sphere on the screen...the question is 
  how to make it spinning around?</p>
  
  <p>var camera, scene, renderer,
      mouseX = 0, mouseY = 0;</p>
  
  <p>var geometry,material,mesh; </p>
  
  <pre><code>init();
  
  function init() {
  
  // Camera params : 
  // field of view, aspect ratio for render output, near and far clipping plane. 
      camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  
  // move the camera backwards so we can see stuff! 
  // default position is 0,0,0.
  camera.position.z = 300;
  
  // the scene contains all the 3D object data
      scene = new THREE.Scene();
  
  // and the CanvasRenderer figures out what the 
  // stuff in the scene looks like and draws it!  
      renderer = new THREE.CanvasRenderer();
      renderer.setSize( window.innerWidth, window.innerHeight );
  
  // the renderer's canvas domElement is added to the body
      document.body.appendChild( renderer.domElement );
  
      // creating shapes
  makeShapes(); 
  
  // add the mouse move listener
  document.addEventListener( 'mousemove', onMouseMove, false );
  
  // render 30 times a second (should also look 
  // at requestAnimationFrame) 
  setInterval(update,1000/30); 
  
  }
  
  function update(){
  
  updateParticles();
  
  // and render the scene from the perspective of the camera
  renderer.render( scene, camera );
  
  }
  
  function makeShapes() { 
  
      // create a sphere shape        
      geometry = new THREE.SphereGeometry( 50, 16, 16 );
  
      // give a shape red color
      material = new THREE.MeshLambertMaterial({color: 0xFF1111});    
  
      // create an object
      mesh = new THREE.Mesh( geometry, material );
  
      mesh.position.x = 0;
  
      // add it to the scene
      scene.addObject( mesh );
  }
  
  
  
  function updateParticles(){
  
  }
  
  // called when the mouse moves
  function onMouseMove( event ) {
  
  // store the mouseX and mouseY position 
  mouseX = event.clientX;
  mouseY = event.clientY;
  }
  </code></pre>