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490 lines
24 KiB
490 lines
24 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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The WebGL renderer displays your beautifully crafted scenes using
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[link:https://en.wikipedia.org/wiki/WebGL WebGL].
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
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The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
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when parameters are missing. The following are valid parameters:<br /><br />
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[page:DOMElement canvas] - A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
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where the renderer draws its output.
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This corresponds to the [page:WebGLRenderer.domElement domElement] property below.
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If not passed in here, a new canvas element will be created.<br />
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[page:WebGLRenderingContext context] - This can be used to attach the renderer to an existing
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[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].
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Default is null.<br />
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[page:String precision] - Shader precision. Can be `"highp"`, `"mediump"` or `"lowp"`.
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Defaults to `"highp"` if supported by the device.<br />
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[page:Boolean alpha] - controls the default clear alpha value. When set to `true`, the value is `0`. Otherwise it's `1`. Default is `false`.<br />
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[page:Boolean premultipliedAlpha] - whether the renderer will assume that colors have
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[link:https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#Premultiplied_alpha premultiplied alpha].
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Default is `true`.<br />
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[page:Boolean antialias] - whether to perform antialiasing. Default is `false`.<br />
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[page:Boolean stencil] - whether the drawing buffer has a
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[link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer] of at least 8 bits.
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Default is `true`.<br />
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[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers until manually cleared
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or overwritten. Default is `false`.<br />
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[page:String powerPreference] - Provides a hint to the user agent indicating what configuration
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of GPU is suitable for this WebGL context. Can be `"high-performance"`, `"low-power"` or `"default"`. Default is `"default"`.
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See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.<br />
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[page:Boolean failIfMajorPerformanceCaveat] - whether the renderer creation will fail upon low performance is detected. Default is `false`.
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See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.<br />
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[page:Boolean depth] - whether the drawing buffer has a
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[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits.
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Default is `true`.<br />
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[page:Boolean logarithmicDepthBuffer] - whether to use a logarithmic depth buffer. It may
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be necessary to use this if dealing with huge differences in scale in a single scene. Note that this setting
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uses gl_FragDepth if available which disables the [link:https://www.khronos.org/opengl/wiki/Early_Fragment_Test Early Fragment Test]
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optimization and can cause a decrease in performance.
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Default is `false`. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
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</p>
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<h2>Properties</h2>
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<h3>[property:Boolean autoClear]</h3>
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<p>Defines whether the renderer should automatically clear its output before rendering a frame.</p>
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<h3>[property:Boolean autoClearColor]</h3>
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<p>
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
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Default is `true`.
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</p>
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<h3>[property:Boolean autoClearDepth]</h3>
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<p>
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
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Default is `true`.
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</p>
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<h3>[property:Boolean autoClearStencil]</h3>
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<p>
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
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Default is `true`.
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</p>
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<h3>[property:Object debug]</h3>
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<p>
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- [page:Boolean checkShaderErrors]:
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If it is true, defines whether material shader programs are checked
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for errors during compilation and linkage process. It may be useful to disable this check in production for performance gain.
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It is strongly recommended to keep these checks enabled during development.
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If the shader does not compile and link - it will not work and associated material will not render.
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Default is `true`.
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</p>
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<h3>[property:Object capabilities]</h3>
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<p>
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An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
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- [page:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.<br />
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- [page:Boolean floatVertexTextures]: `true` if [page:Boolean floatFragmentTextures] and [page:Boolean vertexTextures] are both true.<br />
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- [page:Method getMaxAnisotropy](): Returns the maximum available anisotropy.<br />
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- [page:Method getMaxPrecision](): Returns the maximum available precision for vertex and fragment shaders. <br />
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- [page:Boolean isWebGL2]: `true` if the context in use is a WebGL2RenderingContext object.<br />
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- [page:Boolean logarithmicDepthBuffer]: `true` if the [page:parameter logarithmicDepthBuffer] was set to true in the constructor and
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the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.<br />
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- [page:Integer maxAttributes]: The value of `gl.MAX_VERTEX_ATTRIBS`.<br />
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- [page:Integer maxCubemapSize]: The value of `gl.MAX_CUBE_MAP_TEXTURE_SIZE`.
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Maximum height * width of cube map textures that a shader can use.<br />
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- [page:Integer maxFragmentUniforms]: The value of `gl.MAX_FRAGMENT_UNIFORM_VECTORS`.
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The number of uniforms that can be used by a fragment shader.<br />
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- [page:Integer maxSamples]: The value of `gl.MAX_SAMPLES`.
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Maximum number of samples in context of Multisample anti-aliasing (MSAA).<br />
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- [page:Integer maxTextureSize]: The value of `gl.MAX_TEXTURE_SIZE`.
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Maximum height * width of a texture that a shader use.<br />
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- [page:Integer maxTextures]: The value of `gl.MAX_TEXTURE_IMAGE_UNITS`.
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The maximum number of textures that can be used by a shader.<br />
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- [page:Integer maxVaryings]: The value of `gl.MAX_VARYING_VECTORS`.
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The number of varying vectors that can used by shaders.<br />
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- [page:Integer maxVertexTextures]: The value of `gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS`.
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The number of textures that can be used in a vertex shader.<br />
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- [page:Integer maxVertexUniforms]: The value of `gl.MAX_VERTEX_UNIFORM_VECTORS`.
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The maximum number of uniforms that can be used in a vertex shader.<br />
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- [page:String precision]: The shader precision currently being used by the renderer.<br />
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- [page:Boolean vertexTextures]: `true` if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertex textures can be used).<br />
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</p>
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<h3>[property:Array clippingPlanes]</h3>
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<p>
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User-defined clipping planes specified as THREE.Plane objects in world space.
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These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
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Default is [].
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</p>
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<h3>[property:DOMElement domElement]</h3>
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<p>
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A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
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This is automatically created by the renderer in the constructor (if not provided already);
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you just need to add it to your page like so:<br />
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<code>
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document.body.appendChild( renderer.domElement );
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</code>
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</p>
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<h3>[property:Object extensions]</h3>
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<p>
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- [page:Object get]( [param:String extensionName] ):
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Used to check whether various extensions are supported and returns an object with details of the extension if available.
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This method can check for the following extensions:<br />
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<ul>
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<li>`WEBGL_depth_texture`</li>
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<li>`EXT_texture_filter_anisotropic`</li>
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<li>`WEBGL_compressed_texture_s3tc`</li>
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<li>`WEBGL_compressed_texture_pvrtc`</li>
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<li>`WEBGL_compressed_texture_etc1`</li>
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</ul>
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</p>
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<h3>[property:number outputEncoding]</h3>
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<p>Defines the output encoding of the renderer. Default is [page:Textures THREE.LinearEncoding].</p>
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<p>If a render target has been set using [page:WebGLRenderer.setRenderTarget .setRenderTarget] then renderTarget.texture.encoding will be used instead.</p>
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<p>See the [page:Textures texture constants] page for details of other formats.</p>
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<h3>[property:Object info]</h3>
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<p>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</p>
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<p>
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<ul>
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<li>memory:
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<ul>
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<li>geometries</li>
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<li>textures</li>
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</ul>
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</li>
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<li>render:
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<ul>
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<li>calls</li>
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<li>triangles</li>
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<li>points</li>
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<li>lines</li>
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<li>frame</li>
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</ul>
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</li>
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<li>programs
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</li>
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</ul>
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</p>
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<p>By default these data are reset at each render call but when having multiple render passes per frame (e.g. when using post processing) it can be preferred to reset with a custom pattern.
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First, set `autoReset` to `false`.
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<code>
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renderer.info.autoReset = false;
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</code>
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Call `reset()` whenever you have finished to render a single frame.
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<code>
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renderer.info.reset();
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</code>
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</p>
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<h3>[property:Boolean localClippingEnabled]</h3>
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<p>Defines whether the renderer respects object-level clipping planes. Default is `false`.</p>
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<h3>[property:Boolean physicallyCorrectLights]</h3>
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<p>
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Whether to use physically correct lighting mode. Default is `false`.
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See the [example:webgl_lights_physical lights / physical] example.
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</p>
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<h3>[property:Object properties]</h3>
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<p>
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Used internally by the renderer to keep track of various sub object properties.
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</p>
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<h3>[property:WebGLRenderLists renderLists]</h3>
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<p>
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Used internally to handle ordering of scene object rendering.
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</p>
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<h3>[property:WebGLShadowMap shadowMap]</h3>
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<p>
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This contains the reference to the shadow map, if used.<br />
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- [page:Boolean enabled]:
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If set, use shadow maps in the scene. Default is `false`.<br />
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- [page:Boolean autoUpdate]:
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Enables automatic updates to the shadows in the scene. Default is `true`.<br />
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If you do not require dynamic lighting / shadows, you may set this to `false` when the renderer is instantiated.<br />
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- [page:Boolean needsUpdate]:
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When set to `true`, shadow maps in the scene will be updated in the next `render` call. Default is `false`.<br />
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If you have disabled automatic updates to shadow maps (`shadowMap.autoUpdate = false`), you will need to set this to `true` and then make a render call to update the shadows in your scene.<br />
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- [page:Integer type]:
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Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader).
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Options are:
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<ul>
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<li>THREE.BasicShadowMap</li>
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<li>THREE.PCFShadowMap (default)</li>
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<li>THREE.PCFSoftShadowMap</li>
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<li>THREE.VSMShadowMap</li>
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</ul>
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See [page:Renderer Renderer constants] for details.<br />
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</p>
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<h3>[property:Boolean sortObjects]</h3>
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<p>
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Defines whether the renderer should sort objects. Default is `true`.<br /><br />
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Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
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By definition, sorting objects may not work in all cases. Depending on the needs of application,
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it may be necessary to turn off sorting and use other methods to deal with transparency
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rendering e.g. manually determining each object's rendering order.
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</p>
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<h3>[property:Object state]</h3>
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<p>
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Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
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</p>
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<h3>[property:Constant toneMapping]</h3>
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<p>
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Default is [page:Renderer NoToneMapping]. See the [page:Renderer Renderer constants] for other choices.
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</p>
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<h3>[property:Number toneMappingExposure]</h3>
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<p>
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Exposure level of tone mapping. Default is `1`.
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</p>
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<h3>[property:WebXRManager xr]</h3>
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<p>
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Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
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</p>
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<h2>Methods</h2>
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<h3>[method:undefined clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
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<p>
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Tells the renderer to clear its color, depth or stencil drawing buffer(s).
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This method initializes the color buffer to the current clear color value.<br />
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Arguments default to `true`.
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</p>
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<h3>[method:undefined clearColor]( )</h3>
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<p>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</p>
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<h3>[method:undefined clearDepth]( )</h3>
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<p>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</p>
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<h3>[method:undefined clearStencil]( )</h3>
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<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
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<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
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<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
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<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
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<p>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
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<h3>[method:undefined copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
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<p>Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</p>
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<h3>[method:undefined copyTextureToTexture3D]( [param:Box3 sourceBox], [param:Vector3 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
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<p>Copies the pixels of a texture in the bounds '[page:Box3 sourceBox]' in the destination texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texSubImage3D WebGL2RenderingContext.texSubImage3D].</p>
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<h3>[method:undefined dispose]( )</h3>
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<p>
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Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
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</p>
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<h3>[method:undefined forceContextLoss]()</h3>
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<p>
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Simulate loss of the WebGL context. This requires support for the
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[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
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</p>
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<h3>[method:undefined forceContextRestore]( )</h3>
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<p>
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Simulate restore of the WebGL context. This requires support for the
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[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
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</p>
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<h3>[method:Float getClearAlpha]()</h3>
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<p>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</p>
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<h3>[method:Color getClearColor]( [param:Color target] )</h3>
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<p>Returns a [page:Color THREE.Color] instance with the current clear color.</p>
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<h3>[method:WebGL2RenderingContext getContext]()</h3>
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<p>Return the current WebGL context.</p>
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<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
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<p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
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<h3>[method:Integer getActiveCubeFace]()</h3>
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<p>Returns the current active cube face.</p>
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<h3>[method:Integer getActiveMipmapLevel]()</h3>
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<p>Returns the current active mipmap level.</p>
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<h3>[method:RenderTarget getRenderTarget]()</h3>
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<p>Returns the current [page:RenderTarget RenderTarget] if there are; returns `null` otherwise.</p>
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<h3>[method:Vector4 getCurrentViewport]( [param:Vector4 target] )</h3>
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<p>
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[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
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Returns the current viewport.
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</p>
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<h3>[method:Vector2 getDrawingBufferSize]( [param:Vector2 target] )</h3>
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<p>
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[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
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Returns the width and height of the renderer's drawing buffer, in pixels.
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</p>
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<h3>[method:number getPixelRatio]()</h3>
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<p>Returns current device pixel ratio used.</p>
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<h3>[method:Vector4 getScissor]( [param:Vector4 target] )</h3>
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<p>
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[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
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Returns the scissor region.
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</p>
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<h3>[method:Boolean getScissorTest]()</h3>
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<p>Returns `true` if scissor test is enabled; returns `false` otherwise.</p>
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<h3>[method:Vector2 getSize]( [param:Vector2 target] )</h3>
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<p>
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[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
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Returns the width and height of the renderer's output canvas, in pixels.
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</p>
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<h3>[method:Vector4 getViewport]( [param:Vector4 target] )</h3>
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<p>
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[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
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Returns the viewport.
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</p>
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<h3>[method:undefined initTexture]( [param:Texture texture] )</h3>
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<p> Initializes the given texture. Useful for preloading a texture rather than waiting until first render (which can cause noticeable lags due to decode and GPU upload overhead).</p>
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<h3>[method:undefined resetGLState]( )</h3>
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<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
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<h3>[method:undefined readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], [param:TypedArray buffer], [param:Integer activeCubeFaceIndex] )</h3>
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<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
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<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().</p>
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<p>See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.</p>
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<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
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<h3>[method:undefined render]( [param:Object3D scene], [param:Camera camera] )</h3>
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<p>
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Render a [page:Scene scene] or another type of [page:Object3D object] using a [page:Camera camera].<br />
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The render is done to a previously specified [page:WebGLRenderTarget renderTarget] set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.<br />
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By default render buffers are cleared before rendering but you can prevent this by setting the property [page:WebGLRenderer.autoClear autoClear] to false.
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If you want to prevent only certain buffers being cleared you can set either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or
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[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To forcibly clear one or more buffers call [page:WebGLRenderer.clear .clear].
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</p>
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<h3>[method:undefined resetState]()</h3>
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<p>Can be used to reset the internal WebGL state. This method is mostly relevant for applications which share a single WebGL context across multiple WebGL libraries.</p>
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<h3>[method:undefined setAnimationLoop]( [param:Function callback] )</h3>
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<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
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<p>A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebXR projects this function must be used.</p>
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<h3>[method:undefined setClearAlpha]( [param:Float alpha] )</h3>
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<p>Sets the clear alpha. Valid input is a float between `0.0` and `1.0`.</p>
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<h3>[method:undefined setClearColor]( [param:Color color], [param:Float alpha] )</h3>
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<p>Sets the clear color and opacity.</p>
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<h3>[method:undefined setPixelRatio]( [param:number value] )</h3>
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<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output canvas.</p>
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<h3>[method:undefined setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
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<p>
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renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When `null` is given, the canvas is set as the active render target instead.<br />
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activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLCubeRenderTarget]. When passing a [page:WebGLArrayRenderTarget] or [page:WebGL3DRenderTarget] this indicates the z layer to render in to (optional).<br />
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activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
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This method sets the active rendertarget.
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</p>
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<h3>[method:undefined setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
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[method:undefined setScissor]( [param:Vector4 vector] )</h3>
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<p>
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The x, y, width, and height parameters of the scissor region.<br />
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Optionally, a 4-component vector specifying the parameters of the region.<br /><br />
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Sets the scissor region from (x, y) to (x + width, y + height).<br />
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(x, y) is the lower-left corner of the scissor region.
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</p>
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<h3>[method:undefined setScissorTest]( [param:Boolean boolean] )</h3>
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<p>
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Enable or disable the scissor test. When this is enabled, only the pixels within the defined
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scissor area will be affected by further renderer actions.
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</p>
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<h3>[method:undefined setOpaqueSort]( [param:Function method] )</h3>
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<p>
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Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function.
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</p>
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<h3>[method:undefined setTransparentSort]( [param:Function method] )</h3>
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<p>
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Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function.
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</p>
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<h3>[method:undefined setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
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<p>
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Resizes the output canvas to (width, height) with device pixel ratio taken into account,
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and also sets the viewport to fit that size, starting in (0, 0).
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Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
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</p>
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<h3>[method:undefined setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
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[method:undefined setViewport]( [param:Vector4 vector] )</h3>
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<p>
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The x, y, width, and height parameters of the viewport.<br />
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Optionally, a 4-component vector specifying the parameters of a viewport.<br /><br />
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Sets the viewport to render from (x, y) to (x + width, y + height).<br />
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(x, y) is the lower-left corner of the region.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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