|
@@ -129,7 +129,6 @@ The shadow is a `MeshBasicMaterial` because it doesn't need lighting.
|
|
|
We make each sphere a different hue and then save off the base, the sphere mesh,
|
|
|
the shadow mesh and the initial y position of each sphere.
|
|
|
|
|
|
-
|
|
|
```js
|
|
|
const numSpheres = 15;
|
|
|
for (let i = 0; i < numSpheres; ++i) {
|
|
@@ -434,7 +433,6 @@ from our [article about lights](threejs-lights.html).
|
|
|
|
|
|
{{{example url="../threejs-shadows-spot-light-with-camera-gui.html" }}}
|
|
|
|
|
|
-
|
|
|
<!--
|
|
|
You can notice, just like the last example if we set the angle high
|
|
|
then the shadow map, the texture is spread over a very large area and
|
|
@@ -449,7 +447,6 @@ also blur the result
|
|
|
-->
|
|
|
|
|
|
|
|
|
-
|
|
|
And finally there's shadows with a `PointLight`. Since a `PointLight`
|
|
|
shines in all directions the only relevent settings are `near` and `far`.
|
|
|
Otherwise the `PointLight` shadow is effectively 6 `SpotLight` shadows
|