Bläddra i källkod

shadowDarkness clean up.

Mr.doob 9 år sedan
förälder
incheckning
2a91fef346

+ 1 - 7
docs/api/lights/DirectionalLight.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -123,12 +123,6 @@ scene.add( directionalLight );</code>
 			Default — *0*.
 		</div>
 
-		<h3>[property:Float shadowDarkness]</h3>
-		<div>
-			Darkness of shadow casted by this light (from *0* to *1*).<br />
-			Default — *0.5*.
-		</div>
-
 		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />

+ 0 - 6
docs/api/lights/SpotLight.html

@@ -146,12 +146,6 @@
 			Default — *0*.
 		</div>
 
-		<h3>[property:Float shadowDarkness]</h3>
-		<div>
-			Darkness of shadow casted by this light (from *0* to *1*).<br />
-			Default — *0.5*.
-		</div>
-
 		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />

+ 0 - 1
examples/webgl_animation_cloth.html

@@ -175,7 +175,6 @@
 				light.shadowCameraBottom = -d;
 
 				light.shadowCameraFar = 1000;
-				light.shadowDarkness = 0.5;
 
 				scene.add( light );
 

+ 0 - 1
examples/webgl_geometry_spline_editor.html

@@ -74,7 +74,6 @@
 				light.shadowCameraFar = camera.far;
 				light.shadowCameraFov = 70;
 				light.shadowBias = -0.000222;
-				light.shadowDarkness = 0.25;
 				light.shadowMapWidth = 1024;
 				light.shadowMapHeight = 1024;
 				scene.add( light );

+ 0 - 1
examples/webgl_interactive_draggablecubes.html

@@ -65,7 +65,6 @@
 				light.shadowCameraFov = 50;
 
 				light.shadowBias = -0.00022;
-				light.shadowDarkness = 0.5;
 
 				light.shadowMapWidth = 2048;
 				light.shadowMapHeight = 2048;

+ 0 - 1
examples/webgl_lights_hemisphere.html

@@ -159,7 +159,6 @@
 
 				dirLight.shadowCameraFar = 3500;
 				dirLight.shadowBias = -0.0001;
-				dirLight.shadowDarkness = 0.35;
 				//dirLight.shadowCameraVisible = true;
 
 				// GROUND

+ 0 - 1
examples/webgl_loader_gltf.html

@@ -174,7 +174,6 @@
 					spot1.shadowCameraNear		= 1;
 					spot1.shadowCameraFar		= 1024;
 					spot1.castShadow			= true;
-					spot1.shadowDarkness		= 0.3;
 					spot1.shadowBias = 0.0001;
 					spot1.shadowMapWidth = 2048;
 					spot1.shadowMapHeight = 2048;

+ 0 - 1
examples/webgl_loader_ply.html

@@ -163,7 +163,6 @@
 				directionalLight.shadowMapHeight = 1024;
 
 				directionalLight.shadowBias = -0.005;
-				directionalLight.shadowDarkness = 0.15;
 
 			}
 

+ 0 - 1
examples/webgl_loader_stl.html

@@ -220,7 +220,6 @@
 				directionalLight.shadowMapHeight = 1024;
 
 				directionalLight.shadowBias = -0.005;
-				directionalLight.shadowDarkness = 0.15;
 
 			}
 

+ 0 - 2
examples/webgl_materials_bumpmap.html

@@ -126,7 +126,6 @@
 				spotLight.shadowCameraFov = 40;
 
 				spotLight.shadowBias = -0.005;
-				spotLight.shadowDarkness = 0.35;
 
 				//
 
@@ -152,7 +151,6 @@
 				directionalLight.shadowCameraBottom = -500;
 
 				directionalLight.shadowBias = -0.005;
-				directionalLight.shadowDarkness = 0.35;
 
 				//
 

+ 0 - 1
examples/webgl_materials_bumpmap_skin.html

@@ -123,7 +123,6 @@
 				directionalLight.shadowCameraBottom = -500;
 
 				directionalLight.shadowBias = -0.005;
-				directionalLight.shadowDarkness = 0.2;
 
 				scene.add( directionalLight );
 

+ 0 - 1
examples/webgl_materials_cubemap_dynamic.html

@@ -173,7 +173,6 @@
 				spotLight.shadowCameraFov = 50;
 
 				spotLight.shadowBias = -0.00125;
-				spotLight.shadowDarkness = 0.5;
 				spotLight.shadowMapWidth = SHADOW_MAP_WIDTH;
 				spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT;
 

+ 1 - 8
examples/webgl_shading_physical.html

@@ -86,8 +86,7 @@
 				shadowCameraNear: 750,
 				shadowCameraFar: 4000,
 				shadowCameraFov: 30,
-				shadowBias: -0.0002,
-				shadowDarkness: 0.3
+				shadowBias: -0.0002
 
 			}, gamma = {
 				gammaFactor: 2.0,
@@ -317,7 +316,6 @@
 
 				sunLight.castShadow = true;
 
-				sunLight.shadowDarkness = 0.3 * sunIntensity;
 				sunLight.shadowBias = -0.0002;
 
 				sunLight.shadowCameraNear = 750;
@@ -427,9 +425,6 @@
 
 				});
 
-				shadowGUI.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
-
-				});
 				shadowGUI.open();
 
 				gammaGUI = gui.addFolder( "Gamma" );
@@ -540,8 +535,6 @@
 
 				pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );
 
-				sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
-
 				// render cube map
 
 				mesh.visible = false;

+ 0 - 1
examples/webgl_shadowmap.html

@@ -120,7 +120,6 @@
 				//light.shadowCameraVisible = true;
 
 				light.shadowBias = 0.0001;
-				light.shadowDarkness = 0.5;
 
 				light.shadowMapWidth = SHADOW_MAP_WIDTH;
 				light.shadowMapHeight = SHADOW_MAP_HEIGHT;

+ 0 - 1
examples/webgl_shadowmap_performance.html

@@ -113,7 +113,6 @@
 				//light.shadowCameraVisible = true;
 
 				light.shadowBias = 0.0001;
-				light.shadowDarkness = 0.5;
 
 				light.shadowMapWidth = SHADOW_MAP_WIDTH;
 				light.shadowMapHeight = SHADOW_MAP_HEIGHT;

+ 0 - 1
examples/webgl_shadowmap_pointlight.html

@@ -70,7 +70,6 @@
 					pointLight.castShadow = true;
 					pointLight.shadowCameraNear = 1;
 					pointLight.shadowCameraFar = 30;
-					pointLight.shadowDarkness = 0.5;
 					// pointLight.shadowCameraVisible = true;
 					pointLight.shadowMapWidth = 2048;
 					pointLight.shadowMapHeight = 1024;

+ 0 - 2
examples/webgl_shadowmap_viewer.html

@@ -80,7 +80,6 @@
 				spotLight.castShadow = true;
 				spotLight.shadowCameraNear = 8;
 				spotLight.shadowCameraFar = 30;
-				spotLight.shadowDarkness = 0.5;
 				spotLight.shadowMapWidth = 1024;
 				spotLight.shadowMapHeight = 1024;
 				scene.add( spotLight );
@@ -97,7 +96,6 @@
 				dirLight.shadowCameraLeft = -15;
 				dirLight.shadowCameraTop	= 15;
 				dirLight.shadowCameraBottom = -15;
-				dirLight.shadowDarkness = 0.5;
 				dirLight.shadowMapWidth = 1024;
 				dirLight.shadowMapHeight = 1024;
 				scene.add( dirLight );