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							106 lines
						
					
					
						
							3.5 KiB
						
					
					
				
			
		
		
		
			
			
			
				
					
				
				
					
				
			
		
		
	
	
							106 lines
						
					
					
						
							3.5 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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											This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
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											This allows different levels of blur to be quickly accessed based on material roughness.
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											Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
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											filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
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											resolution to smoothly interpolate diffuse lighting while limiting sampling computation.<br/><br/>
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											Note: The minimum [page:MeshStandardMaterial]'s roughness depends on the size of the provided texture.
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											If your render has small dimensions or the shiny parts have a lot of curvature, you may still be able to get away with
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											a smaller texture size.
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											<table>
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												<tr>
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													<th>texture size</td><th>minimum roughness</td>
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												</tr>
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												<tr>
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													<td>16</td><td>0.21</td>
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												</tr>
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												<tr>
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													<td>32</td><td>0.15</td>
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												</tr>
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												<tr>
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													<td>64</td><td>0.11</td>
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												</tr>
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												<tr>
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													<td>128</td><td>0.076</td>
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												</tr>
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												<tr>
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													<td>256</td><td>0.054</td>
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												</tr>
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												<tr>
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													<td>512</td><td>0.038</td>
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												</tr>
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												<tr>
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													<td>1024</td><td>0.027</td>
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												</tr>
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											</table>
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										</p>
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										<h2>Constructor</h2>
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										<h3>[name]( [param:WebGLRenderer renderer] )</h3>
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										<p>
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										This constructor creates a new [name].
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										</p>
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										<h2>Methods</h2>
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										<h3>[method:WebGLRenderTarget fromScene]( [param:Scene scene], [param:Number sigma], [param:Number near], [param:Number far] )</h3>
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										<p>
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											[page:Scene scene] - The given scene.<br>
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											[page:Number sigma] - (optional) Specifies a blur radius in radians to be applied to the scene before PMREM generation. Default is `0`.<br>
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											[page:Number near] - (optional) The near plane value. Default is `0.1`.<br>
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											[page:Number far] - (optional) The far plane value. Default is `100`.<br /><br />
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											Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low.
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											Optional near and far planes ensure the scene is rendered in its entirety (the cubeCamera is placed at the origin).
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										</p>
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										<h3>[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangular] )</h3>
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										<p>
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											[page:Texture equirectangular] - The equirectangular texture.<br /><br />
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											Generates a PMREM from an equirectangular texture.
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										</p>
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										<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
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										<p>
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											[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
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											Generates a PMREM from an cubemap texture.
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										</p>
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										<h3>[method:undefined compileCubemapShader]()</h3>
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										<p>
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											Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
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										</p>
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										<h3>[method:undefined compileEquirectangularShader]()</h3>
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										<p>
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											Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
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										</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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										<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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