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69 lines
2.4 KiB
69 lines
2.4 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>WebGLRenderer Constants</h1>
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<h2>Cull Face Modes</h2>
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<code>
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THREE.CullFaceNone
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THREE.CullFaceBack
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THREE.CullFaceFront
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THREE.CullFaceFrontBack
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</code>
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<p>
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[page:constant CullFaceNone] disables face culling.<br />
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[page:constant CullFaceBack] culls back faces (default).<br />
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[page:constant CullFaceFront] culls front faces.<br />
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[page:constant CullFaceFrontBack] culls both front and back faces.
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</p>
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<h2>Shadow Types</h2>
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<code>
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THREE.BasicShadowMap
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THREE.PCFShadowMap
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THREE.PCFSoftShadowMap
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THREE.VSMShadowMap
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</code>
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<p>
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These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
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[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
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[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
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[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
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[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
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</p>
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<h2>Tone Mapping</h2>
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<code>
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THREE.NoToneMapping
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THREE.LinearToneMapping
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THREE.ReinhardToneMapping
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THREE.CineonToneMapping
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THREE.ACESFilmicToneMapping
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THREE.CustomToneMapping
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</code>
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<p>
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These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
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This is used to approximate the appearance of high dynamic range (HDR) on the
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low dynamic range medium of a standard computer monitor or mobile device's screen.
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</p>
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<p>
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THREE.LinearToneMapping, THREE.ReinhardToneMapping, THREE.CineonToneMapping and THREE.ACESFilmicToneMapping are built-in implementations of tone mapping.
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THREE.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader.
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See the [example:webgl_tonemapping WebGL / tonemapping] example.
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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/constants.js src/constants.js]
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</p>
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</body>
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</html>
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