Ver Fonte

Created new document page Constants / Renderer (#10002)

* Created constants / renderer

* renamed Renderer.html to WebGLRenderer.html
Lewy Blue há 8 anos atrás
pai
commit
453cdabb7e

+ 0 - 51
docs/api/constants/GLState.html

@@ -1,51 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>GL State Constants</h1>
-		These are used by the WebGLRenderer to set gl.cullFace and gl.frontFace states in the GPU.
-
-		<h2>Cull Face Modes</h2>
-		<code>
-		THREE.CullFaceNone
-		</code>
-		<p>Disable face culling.</p>
-		<code>
-		THREE.CullFaceBack
-		</code>
-		<p>Cull back faces (default).</p>
-		<code>
-		THREE.CullFaceFront
-		</code>
-		<p>Cull front faces.</p>
-		<code>
-		THREE.CullFaceFrontBack
-		</code>
-		<p>Cull both front and back faces.</p>
-
-		<h2>Front Face Direction</h2>
-		Set the winding order for polygons to either clockwise or counter-clockwise (default).
-		<code>
-		THREE.FrontFaceDirectionCW
-		THREE.FrontFaceDirectionCCW
-		</code>
-
-		<h2>Usage</h2>
-
-		<code>
-		var renderer = new THREE.WebGLRenderer();
-
-		renderer.setFaceCulling ( THREE.CullFaceBack, THREE.FrontFaceDirectionCCW );  //defaults
-		</code>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-	</body>
-</html>

+ 0 - 42
docs/api/constants/ShadowingTypes.html

@@ -1,42 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Shadowing Type Constants</h1>
-		<p>These define the shadow map types used by the WebGLRenderer.</p>
-
-		<h2>Shadow Map Types</h2>
-		<code>
-		THREE.BasicShadowMap
-		</code>
-		<p>Unfiltered shadow maps - fastest, but lowest quality.</p>
-		<code>
-		THREE.PCFShadowMap
-		</code>
-		<p>Shadow maps filtered using the Percentage-Closer Filtering (PCF) algorithm (default).</p>
-		<code>
-		THREE.PCFSoftShadowMap
-		</code>
-		<p>Shadow maps filtered using the Percentage-Closer Soft Shadows (PCSS) algorithm.</p>
-
-		<h2>Usage</h2>
-		<code>
-		var renderer = new THREE.WebGLRenderer();
-		renderer.shadowMap.enabled = true;
-		renderer.shadowMap.type = THREE.PCFShadowMap; //default
-		</code>
-
-		Note that this just enables shadows in the renderer and sets the shadow map type. <br />
-		To actually cast shadows you will have to set up shadows for the any light you want to cast shadows, and for meshes you want to cast / receive shadows. <br />
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-	</body>
-</html>

+ 78 - 0
docs/api/constants/WebGLRenderer.html

@@ -0,0 +1,78 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>WebGLRenderer Constants</h1>
+
+		<h2>Cull Face Modes</h2>
+		<code>
+		THREE.CullFaceNone
+		THREE.CullFaceBack
+		THREE.CullFaceFront
+		THREE.CullFaceFrontBack
+		</code>
+		<div>
+		These are used by the WebGLRenderer's [page:WebGLRenderer.setFaceCulling setFaceCulling] method.<br /><br />
+		[page:constant CullFaceNone] disables face culling.<br />
+		[page:constant CullFaceBack] culls back faces (default).<br />
+		[page:constant CullFaceFront] culls front faces.<br />
+		[page:constant CullFaceFrontBack] culls both front and back faces.
+		</div>
+
+		<h2>Front Face Direction</h2>
+		<code>
+		THREE.FrontFaceDirectionCW
+		THREE.FrontFaceDirectionCCW
+		</code>
+		<div>
+		These are used by the WebGLRenderer's [page:WebGLRenderer.setFaceCulling setFaceCulling] method.<br /><br />
+		[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.<br />
+		[page:constant FrontFaceDirectionCW] sets the winding order for polygons to counter-clockwise (default).
+		</div>
+
+		<h2>Shadow Types</h2>
+		<code>
+		THREE.BasicShadowMap
+		THREE.PCFShadowMap
+		THREE.PCFSoftShadowMap
+		</code>
+		<div>
+		These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
+
+		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
+		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
+		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
+		</div>
+
+		<h2>Tone Mapping</h2>
+		<code>
+		THREE.NoToneMapping
+		THREE.LinearToneMapping
+		THREE.ReinhardToneMapping
+		THREE.Uncharted2ToneMapping
+		THREE.CineonToneMapping
+		</code>
+		<div>
+		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
+		This is used to approximate the appearance of high dynamic range (HDR) on the
+		low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
+
+		[page:constant NoToneMapping] disables tone mapping.<br />
+		[page:constant LinearToneMapping] is the default.<br /><br />
+
+		See the [example:webgl_tonemapping WebGL / tonemapping] example.
+
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+	</body>
+</html>

+ 2 - 2
docs/api/renderers/WebGLRenderer.html

@@ -103,7 +103,7 @@
 		<h3>[property:Integer shadowMap.type]</h3>
 
 		<div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
-		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:ShadowingTypes ShadowingTypes constants] for details.</div>
+		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:WebGLRenderer WebGLRenderer constants] for details.</div>
 
 		<h3>[property:Boolean shadowMap.renderReverseSided]</h3>
 
@@ -240,7 +240,7 @@
 
 		<h3>[method:null setFaceCulling]( cullFace, frontFace )</h3>
 		<div>
-		See [page:GLState GLState constants] for all possible values for [page:String cullFace] and [page:String frontFace].<br />
+		See [page:WebGLRenderer WebGLRenderer constants] for all possible values for [page:String cullFace] and [page:String frontFace].<br />
 		Used for setting the gl.frontFace and gl.cullFace states in the GPU, thus enabling/disabling face culling when rendering.<br />
 		If cullFace is set to THREE.[page:String CullFaceNone], culling will be disabled.<br />
 		</div>

+ 2 - 3
docs/list.js

@@ -12,10 +12,9 @@ var list = {
 			[ "Animation", "api/constants/Animation" ],
 			[ "CustomBlendingEquation", "api/constants/CustomBlendingEquations" ],
 			[ "DrawModes", "api/constants/DrawModes" ],
-			[ "GLState", "api/constants/GLState" ],
 			[ "Materials", "api/constants/Materials" ],
-			[ "ShadowingTypes", "api/constants/ShadowingTypes" ],
-			[ "Textures", "api/constants/Textures" ]
+			[ "Textures", "api/constants/Textures" ],
+			[ "WebGLRenderer", "api/constants/WebGLRenderer" ]
 		],
 
 		"Cameras": [