在three.js中 画点显示

请问,在three.js zhong 如何定义很多固定的三维的点放在空间中显示,我是小白,谢谢大家

            init();
            animate();

function init() {

             //创建div,将其加入到页面中
    container = document.createElement('div');
    document.body.appendChild(container);

    //定义相机
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
    camera.position.z = 10;

    // 定义场景  
    scene = new THREE.Scene();

    var ambient = new THREE.AmbientLight(0x101030);
    scene.add(ambient);

    var directionalLight = new THREE.DirectionalLight(0xffeedd);
    directionalLight.position.set(0, 0, 1);
    scene.add(directionalLight);


    //定义材质
    var PI2 = Math.PI*2;
    var material = new THREE.SpriteCanvasMaterial({
        color: 0xff0000,
        program: function (context) {
            context.beginPath();
            context.arc(0, 0, 0.1, 0, PI2, true);
            context.fill();
        }
    });

            var i = 0;
    for (var ix = 0; ix < count; ix++) {
        particle = particles[i++] = new THREE.Sprite(material);
        particle.position.x= ix;//具体的坐标点
        particle.position.y= ix+1;
        particle.position.z= ix+2;
        scene.add(particle);
    }
            renderer = new THREE.CanvasRenderer();
//  renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    container.appendChild(renderer.domElement);
    document.addEventListener('mousemove', onDocumentMouseMove, false);

    //  
    stats = new Stats();
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.top = '0px';
    container.appendChild(stats.domElement);
    window.addEventListener('resize', onWindowResize, false);

    animate();

}


function onWindowResize() {
    windowHalfX = window.innerWidth / 2;
    windowHalfY = window.innerHeight / 2;
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}

function onDocumentMouseMove(event) {
    mouseX = (event.clientX - windowHalfX) / 2;
    mouseY = (event.clientY - windowHalfY) / 2;
}

//  

function animate() {
    requestAnimationFrame(animate);
    render();
}

function render() {
    camera.position.x += (mouseX - camera.position.x) * .5;
    camera.position.y += (-mouseY - camera.position.y) * .5;
    camera.lookAt(scene.position);
    renderer.render(scene, camera);
}