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@@ -10,15 +10,15 @@
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<body>
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<body>
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<h1>[name]</h1>
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<h1>[name]</h1>
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- <div class="desc">
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+ <p class="desc">
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The WebGL renderer displays your beautifully crafted scenes using
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The WebGL renderer displays your beautifully crafted scenes using
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[link:https://en.wikipedia.org/wiki/WebGL WebGL].
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[link:https://en.wikipedia.org/wiki/WebGL WebGL].
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- </div>
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+ </p>
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<h2>Constructor</h2>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<h3>[name]( [param:Object parameters] )</h3>
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- <div>
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+ <p>
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[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
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[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
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The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
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The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
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when parameters are missing. The following are valid parameters:<br /><br />
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when parameters are missing. The following are valid parameters:<br /><br />
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@@ -64,36 +64,36 @@
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[page:Boolean logarithmicDepthBuffer] - whether to use a logarithmic depth buffer. It may
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[page:Boolean logarithmicDepthBuffer] - whether to use a logarithmic depth buffer. It may
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be neccesary to use this if dealing with huge differences in scale in a single scene.
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be neccesary to use this if dealing with huge differences in scale in a single scene.
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Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
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Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
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- </div>
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+ </p>
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<h2>Properties</h2>
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<h2>Properties</h2>
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<h3>[property:Boolean autoClear]</h3>
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<h3>[property:Boolean autoClear]</h3>
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- <div>Defines whether the renderer should automatically clear its output before rendering a frame.</div>
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+ <p>Defines whether the renderer should automatically clear its output before rendering a frame.</p>
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<h3>[property:Boolean autoClearColor]</h3>
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<h3>[property:Boolean autoClearColor]</h3>
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- <div>
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+ <p>
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
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Default is *true*.
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Default is *true*.
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- </div>
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+ </p>
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<h3>[property:Boolean autoClearDepth]</h3>
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<h3>[property:Boolean autoClearDepth]</h3>
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- <div>
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+ <p>
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
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Default is *true*.
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Default is *true*.
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- </div>
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+ </p>
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<h3>[property:Boolean autoClearStencil]</h3>
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<h3>[property:Boolean autoClearStencil]</h3>
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- <div>
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+ <p>
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
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If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
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Default is *true*.
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Default is *true*.
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- </div>
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+ </p>
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<h3>[property:Object capabilities]</h3>
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<h3>[property:Object capabilities]</h3>
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- <div>
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+ <p>
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An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
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An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
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- [property:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
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- [property:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
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@@ -121,55 +121,55 @@
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The maximum number of uniforms that can be used in a vertex shader.<br />
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The maximum number of uniforms that can be used in a vertex shader.<br />
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- [property:String precision]: The shader precision currently being used by the renderer.<br />
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- [property:String precision]: The shader precision currently being used by the renderer.<br />
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- [property:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
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- [property:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
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- </div>
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+ </p>
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<h3>[property:Array clippingPlanes]</h3>
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<h3>[property:Array clippingPlanes]</h3>
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- <div>
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+ <p>
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User-defined clipping planes specified as THREE.Plane objects in world space.
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User-defined clipping planes specified as THREE.Plane objects in world space.
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These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
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These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
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Default is [].
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Default is [].
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- </div>
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+ </p>
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<h3>[property:WebGLRenderingContext context]</h3>
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<h3>[property:WebGLRenderingContext context]</h3>
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- <div>
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+ <p>
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The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
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The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
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from its [page:WebGLRenderer.domElement domElement] by default, using
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from its [page:WebGLRenderer.domElement domElement] by default, using
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[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
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[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
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You can create this manually, however it must correspond to the
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You can create this manually, however it must correspond to the
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[page:WebGLRenderer.domElement domElement] in order to render to the screen.
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[page:WebGLRenderer.domElement domElement] in order to render to the screen.
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- </div>
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+ </p>
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<h3>[property:DOMElement domElement]</h3>
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<h3>[property:DOMElement domElement]</h3>
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- <div>
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+ <p>
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A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
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A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
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This is automatically created by the renderer in the constructor (if not provided already);
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This is automatically created by the renderer in the constructor (if not provided already);
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you just need to add it to your page like so:<br />
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you just need to add it to your page like so:<br />
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<code>
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<code>
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document.body.appendChild( renderer.domElement );
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document.body.appendChild( renderer.domElement );
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</code>
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</code>
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- </div>
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+ </p>
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<h3>[property:Object extensions]</h3>
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<h3>[property:Object extensions]</h3>
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- <div>
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+ <p>
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A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
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A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
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various WebGL extensions are supported.
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various WebGL extensions are supported.
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- </div>
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+ </p>
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<h3>[property:Float gammaFactor]</h3>
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<h3>[property:Float gammaFactor]</h3>
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- <div>Default is *2*. </div>
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+ <p>Default is *2*. </p>
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<h3>[property:Boolean gammaInput]</h3>
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<h3>[property:Boolean gammaInput]</h3>
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- <div>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</div>
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+ <p>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</p>
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<h3>[property:Boolean gammaOutput]</h3>
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<h3>[property:Boolean gammaOutput]</h3>
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- <div>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</div>
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+ <p>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</p>
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<h3>[property:Object info]</h3>
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<h3>[property:Object info]</h3>
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- <div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
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- <div>
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+ <p>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</p>
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+ <p>
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<ul>
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<ul>
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<li>memory:
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<li>memory:
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<ul>
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<ul>
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@@ -188,149 +188,149 @@
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<li>programs
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<li>programs
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</li>
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</li>
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</ul>
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</ul>
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- </div>
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- <div>By default these data are reset at each render calls, but when using the composer or mirrors it can be preferred to reset them with a custom pattern :
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+ </p>
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+ <p>By default these data are reset at each render calls, but when using the composer or mirrors it can be preferred to reset them with a custom pattern :
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<code>
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<code>
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renderer.info.autoReset = false;
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renderer.info.autoReset = false;
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renderer.info.reset();
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renderer.info.reset();
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</code>
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</code>
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- </div>
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+ </p>
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<h3>[property:Boolean localClippingEnabled]</h3>
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<h3>[property:Boolean localClippingEnabled]</h3>
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- <div>Defines whether the renderer respects object-level clipping planes. Default is *false*.</div>
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+ <p>Defines whether the renderer respects object-level clipping planes. Default is *false*.</p>
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<h3>[property:Integer maxMorphTargets]</h3>
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<h3>[property:Integer maxMorphTargets]</h3>
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- <div>
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+ <p>
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Default is 8. The maximum number of MorphTargets allowed in a shader.
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Default is 8. The maximum number of MorphTargets allowed in a shader.
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Keep in mind that the standard materials only allow 8 MorphTargets.
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Keep in mind that the standard materials only allow 8 MorphTargets.
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- </div>
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+ </p>
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<h3>[property:Integer maxMorphNormals]</h3>
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<h3>[property:Integer maxMorphNormals]</h3>
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- <div>
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+ <p>
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Default is 4. The maximum number of MorphNormals allowed in a shader.
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Default is 4. The maximum number of MorphNormals allowed in a shader.
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Keep in mind that the standard materials only allow 4 MorphNormals.
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Keep in mind that the standard materials only allow 4 MorphNormals.
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- </div>
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+ </p>
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<h3>[property:Integer physicallyCorrectLights]</h3>
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<h3>[property:Integer physicallyCorrectLights]</h3>
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- <div>
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+ <p>
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Whether to use physically correct lighting mode. Default is *false*.
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Whether to use physically correct lighting mode. Default is *false*.
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See the [example:webgl_lights_physical lights / physical] example.
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See the [example:webgl_lights_physical lights / physical] example.
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- </div>
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+ </p>
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<h3>[property:Object properties]</h3>
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<h3>[property:Object properties]</h3>
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- <div>
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+ <p>
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Used internally by the renderer to keep track of various sub object properties.
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Used internally by the renderer to keep track of various sub object properties.
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- </div>
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+ </p>
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<h3>[property:WebGLRenderLists renderLists]</h3>
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<h3>[property:WebGLRenderLists renderLists]</h3>
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- <div>
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+ <p>
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Used internally to handle ordering of scene object rendering.
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Used internally to handle ordering of scene object rendering.
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- </div>
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+ </p>
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<h3>[property:WebGLShadowMap shadowMap]</h3>
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<h3>[property:WebGLShadowMap shadowMap]</h3>
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- <div>
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+ <p>
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This contains the reference to the shadow map, if used.
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This contains the reference to the shadow map, if used.
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- </div>
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+ </p>
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<h3>[property:Boolean shadowMap.enabled]</h3>
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<h3>[property:Boolean shadowMap.enabled]</h3>
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- <div>If set, use shadow maps in the scene. Default is *false*.</div>
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+ <p>If set, use shadow maps in the scene. Default is *false*.</p>
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<h3>[property:Boolean shadowMap.autoUpdate]</h3>
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<h3>[property:Boolean shadowMap.autoUpdate]</h3>
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- <div>Enables automatic updates to the shadows in the scene. Default is *true*.</div>
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- <div>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</div>
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+ <p>Enables automatic updates to the shadows in the scene. Default is *true*.</p>
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+ <p>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</p>
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<h3>[property:Boolean shadowMap.needsUpdate]</h3>
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<h3>[property:Boolean shadowMap.needsUpdate]</h3>
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- <div>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </div>
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- <div>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</div>
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+ <p>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </p>
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+ <p>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</p>
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<h3>[property:Integer shadowMap.type]</h3>
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<h3>[property:Integer shadowMap.type]</h3>
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- <div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
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- <div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:Renderer Renderer constants] for details.</div>
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+ <p>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</p>
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+ <p>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:Renderer Renderer constants] for details.</p>
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<h3>[property:Boolean sortObjects]</h3>
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<h3>[property:Boolean sortObjects]</h3>
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- <div>
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+ <p>
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Defines whether the renderer should sort objects. Default is *true*.<br /><br />
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Defines whether the renderer should sort objects. Default is *true*.<br /><br />
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Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
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Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
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By definition, sorting objects may not work in all cases. Depending on the needs of application,
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By definition, sorting objects may not work in all cases. Depending on the needs of application,
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it may be neccessary to turn off sorting and use other methods to deal with transparency
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it may be neccessary to turn off sorting and use other methods to deal with transparency
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rendering e.g. manually determining each object's rendering order.
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rendering e.g. manually determining each object's rendering order.
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- </div>
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+ </p>
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<h3>[property:Object state]</h3>
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<h3>[property:Object state]</h3>
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- <div>
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+ <p>
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Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
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Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
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- </div>
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+ </p>
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<h3>[property:Constant toneMapping]</h3>
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<h3>[property:Constant toneMapping]</h3>
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- <div>
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+ <p>
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Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
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Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
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- </div>
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+ </p>
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<h3>[property:Number toneMappingExposure]</h3>
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<h3>[property:Number toneMappingExposure]</h3>
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- <div>
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+ <p>
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Exposure level of tone mapping. Default is *1*.
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Exposure level of tone mapping. Default is *1*.
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- </div>
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+ </p>
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<h3>[property:Number toneMappingWhitePoint]</h3>
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<h3>[property:Number toneMappingWhitePoint]</h3>
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- <div>
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+ <p>
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Tone mapping white point. Default is *1*.
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Tone mapping white point. Default is *1*.
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- </div>
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+ </p>
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<h2>Methods</h2>
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<h2>Methods</h2>
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<h3>[method:Integer allocTextureUnit]</h3>
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<h3>[method:Integer allocTextureUnit]</h3>
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- <div>
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+ <p>
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Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
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|
Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
|
|
more texture units than the GPU supports. This is mainly used internally.
|
|
more texture units than the GPU supports. This is mainly used internally.
|
|
See [page:WebGLRenderer.capabilities capabilities.maxTextures].
|
|
See [page:WebGLRenderer.capabilities capabilities.maxTextures].
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null animate]( [param:Function callback] )</h3>
|
|
<h3>[method:null animate]( [param:Function callback] )</h3>
|
|
- <div>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</div>
|
|
|
|
- <div>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</div>
|
|
|
|
|
|
+ <p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
|
|
|
|
+ <p>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p>
|
|
|
|
|
|
<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
|
|
<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Tells the renderer to clear its color, depth or stencil drawing buffer(s).
|
|
Tells the renderer to clear its color, depth or stencil drawing buffer(s).
|
|
This method initializes the color buffer to the current clear color value.<br />
|
|
This method initializes the color buffer to the current clear color value.<br />
|
|
Arguments default to *true*.
|
|
Arguments default to *true*.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null clearColor]( )</h3>
|
|
<h3>[method:null clearColor]( )</h3>
|
|
- <div>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</div>
|
|
|
|
|
|
+ <p>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</p>
|
|
|
|
|
|
<h3>[method:null clearDepth]( )</h3>
|
|
<h3>[method:null clearDepth]( )</h3>
|
|
- <div>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</div>
|
|
|
|
|
|
+ <p>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</p>
|
|
|
|
|
|
<h3>[method:null clearStencil]( )</h3>
|
|
<h3>[method:null clearStencil]( )</h3>
|
|
- <div>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</div>
|
|
|
|
|
|
+ <p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
|
|
|
|
|
|
<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
|
|
<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
|
|
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
|
|
color -- If set, then the color gets cleared. <br />
|
|
color -- If set, then the color gets cleared. <br />
|
|
depth -- If set, then the depth gets cleared. <br />
|
|
depth -- If set, then the depth gets cleared. <br />
|
|
stencil -- If set, then the stencil gets cleared.
|
|
stencil -- If set, then the stencil gets cleared.
|
|
- </div>
|
|
|
|
- <div>
|
|
|
|
|
|
+ </p>
|
|
|
|
+ <p>
|
|
This method clears a rendertarget. To do this, it activates the rendertarget.
|
|
This method clears a rendertarget. To do this, it activates the rendertarget.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
|
|
<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
|
|
- <div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
|
|
|
|
|
|
+ <p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
|
|
|
|
|
|
<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
|
|
<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
|
|
- <div>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</div>
|
|
|
|
|
|
+ <p>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
|
|
|
|
|
|
<h3>[method:null copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
|
|
<h3>[method:null copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
|
|
- <div>Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</div>
|
|
|
|
|
|
+ <p>Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</p>
|
|
|
|
|
|
<h3>[method:null dispose]( )</h3>
|
|
<h3>[method:null dispose]( )</h3>
|
|
- <div>Dispose of the current rendering context.</div>
|
|
|
|
|
|
+ <p>Dispose of the current rendering context.</p>
|
|
|
|
|
|
<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
|
|
<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Used to check whether various extensions are supported and returns an object with details of the extension if available.
|
|
Used to check whether various extensions are supported and returns an object with details of the extension if available.
|
|
This method can check for the following extensions:<br /><br />
|
|
This method can check for the following extensions:<br /><br />
|
|
|
|
|
|
@@ -339,52 +339,52 @@
|
|
- *WEBGL_compressed_texture_s3tc*<br />
|
|
- *WEBGL_compressed_texture_s3tc*<br />
|
|
- *WEBGL_compressed_texture_pvrtc*<br />
|
|
- *WEBGL_compressed_texture_pvrtc*<br />
|
|
- *WEBGL_compressed_texture_etc1*
|
|
- *WEBGL_compressed_texture_etc1*
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null forceContextLoss]( )</h3>
|
|
<h3>[method:null forceContextLoss]( )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Simulate loss of the WebGL context. This requires support for the
|
|
Simulate loss of the WebGL context. This requires support for the
|
|
[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
|
|
[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
|
|
According to [link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
|
|
According to [link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:Float getClearAlpha]()</h3>
|
|
<h3>[method:Float getClearAlpha]()</h3>
|
|
- <div>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</div>
|
|
|
|
|
|
+ <p>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</p>
|
|
|
|
|
|
<h3>[method:Color getClearColor]()</h3>
|
|
<h3>[method:Color getClearColor]()</h3>
|
|
- <div>Returns a [page:Color THREE.Color] instance with the current clear color.</div>
|
|
|
|
|
|
+ <p>Returns a [page:Color THREE.Color] instance with the current clear color.</p>
|
|
|
|
|
|
<h3>[method:WebGLRenderingContext getContext]()</h3>
|
|
<h3>[method:WebGLRenderingContext getContext]()</h3>
|
|
- <div>Return the current WebGL context.</div>
|
|
|
|
|
|
+ <p>Return the current WebGL context.</p>
|
|
|
|
|
|
<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
|
|
<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
|
|
- <div>Returns an object that describes the attributes set on the WebGL context when it was created.</div>
|
|
|
|
|
|
+ <p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
|
|
|
|
|
|
<h3>[method:RenderTarget getRenderTarget]()</h3>
|
|
<h3>[method:RenderTarget getRenderTarget]()</h3>
|
|
- <div>Returns the current RenderTarget, if any.</div>
|
|
|
|
|
|
+ <p>Returns the current RenderTarget, if any.</p>
|
|
|
|
|
|
<h3>[method:RenderTarget getCurrentViewport]()</h3>
|
|
<h3>[method:RenderTarget getCurrentViewport]()</h3>
|
|
- <div>Returns the current viewport.</div>
|
|
|
|
|
|
+ <p>Returns the current viewport.</p>
|
|
|
|
|
|
<h3>[method:Object getDrawingBufferSize]()</h3>
|
|
<h3>[method:Object getDrawingBufferSize]()</h3>
|
|
- <div>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</div>
|
|
|
|
|
|
+ <p>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</p>
|
|
|
|
|
|
<h3>[method:number getPixelRatio]()</h3>
|
|
<h3>[method:number getPixelRatio]()</h3>
|
|
- <div>Returns current device pixel ratio used.</div>
|
|
|
|
|
|
+ <p>Returns current device pixel ratio used.</p>
|
|
|
|
|
|
<h3>[method:Object getSize]()</h3>
|
|
<h3>[method:Object getSize]()</h3>
|
|
- <div>Returns an object containing the width and height of the renderer's output canvas, in pixels.</div>
|
|
|
|
|
|
+ <p>Returns an object containing the width and height of the renderer's output canvas, in pixels.</p>
|
|
|
|
|
|
<h3>[method:null resetGLState]( )</h3>
|
|
<h3>[method:null resetGLState]( )</h3>
|
|
- <div>Reset the GL state to default. Called internally if the WebGL context is lost.</div>
|
|
|
|
|
|
+ <p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
|
|
|
|
|
|
<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
|
|
<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
|
|
- <div>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
|
|
|
|
|
|
+ <p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
|
|
See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
|
|
See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
|
|
<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Render a [page:Scene scene] using a [page:Camera camera].<br />
|
|
Render a [page:Scene scene] using a [page:Camera camera].<br />
|
|
|
|
|
|
The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
|
|
The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
|
|
@@ -394,54 +394,54 @@
|
|
|
|
|
|
Even with forceClear set to true you can prevent certain buffers being cleared by setting
|
|
Even with forceClear set to true you can prevent certain buffers being cleared by setting
|
|
either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
|
|
either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Array lights], [param:Fog fog], [param:Material material], [param:Object geometryGroup], [param:Object3D object] )</h3>
|
|
<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Array lights], [param:Fog fog], [param:Material material], [param:Object geometryGroup], [param:Object3D object] )</h3>
|
|
- <div>Render a buffer geometry group using the camera and with the specified material.</div>
|
|
|
|
|
|
+ <p>Render a buffer geometry group using the camera and with the specified material.</p>
|
|
|
|
|
|
<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
|
|
<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
|
|
- <div>object - an instance of [page:Object3D]<br />
|
|
|
|
|
|
+ <p>object - an instance of [page:Object3D]<br />
|
|
program - an instance of shaderProgram<br />
|
|
program - an instance of shaderProgram<br />
|
|
shading - an instance of Material<br /><br />
|
|
shading - an instance of Material<br /><br />
|
|
|
|
|
|
Render an immediate buffer. Gets called by renderImmediateObject.
|
|
Render an immediate buffer. Gets called by renderImmediateObject.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
|
|
<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
|
|
- <div>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</div>
|
|
|
|
|
|
+ <p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
|
|
|
|
|
|
<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
|
|
<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
|
|
- <div>Sets the clear color and opacity.</div>
|
|
|
|
|
|
+ <p>Sets the clear color and opacity.</p>
|
|
|
|
|
|
<h3>[method:null setPixelRatio]( [param:number value] )</h3>
|
|
<h3>[method:null setPixelRatio]( [param:number value] )</h3>
|
|
- <div>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</div>
|
|
|
|
|
|
+ <p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
|
|
|
|
|
|
<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
|
|
<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
|
|
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
|
|
This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
|
|
This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
|
|
<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Sets the scissor area from (x, y) to (x + width, y + height)
|
|
Sets the scissor area from (x, y) to (x + width, y + height)
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
|
|
<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Enable or disable the scissor test. When this is enabled, only the pixels within the defined
|
|
Enable or disable the scissor test. When this is enabled, only the pixels within the defined
|
|
scissor area will be affected by further renderer actions.
|
|
scissor area will be affected by further renderer actions.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
|
|
<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
Resizes the output canvas to (width, height) with device pixel ratio taken into account,
|
|
Resizes the output canvas to (width, height) with device pixel ratio taken into account,
|
|
and also sets the viewport to fit that size, starting in (0, 0).
|
|
and also sets the viewport to fit that size, starting in (0, 0).
|
|
Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
|
|
Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
|
|
<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
texture -- The [page:Texture texture] that needs to be set.<br />
|
|
texture -- The [page:Texture texture] that needs to be set.<br />
|
|
slot -- The number indicating which slot should be used by the texture.<br /><br />
|
|
slot -- The number indicating which slot should be used by the texture.<br /><br />
|
|
|
|
|
|
@@ -449,19 +449,19 @@
|
|
The slot number can be found as a value of the uniform of the sampler.<br /><br />
|
|
The slot number can be found as a value of the uniform of the sampler.<br /><br />
|
|
|
|
|
|
Note: This method replaces the older [method:null setTexture] method.
|
|
Note: This method replaces the older [method:null setTexture] method.
|
|
- </div>
|
|
|
|
|
|
+ </p>
|
|
|
|
|
|
<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
|
|
<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
|
|
- <div>
|
|
|
|
|
|
+ <p>
|
|
texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
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texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
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slot -- The number indicating which slot should be used by the texture.<br /><br />
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slot -- The number indicating which slot should be used by the texture.<br /><br />
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This method sets the correct texture to the correct slot for the WebGL shader.
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This method sets the correct texture to the correct slot for the WebGL shader.
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The slot number can be found as a value of the uniform of the sampler.
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The slot number can be found as a value of the uniform of the sampler.
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- </div>
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+ </p>
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<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
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<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
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- <div>Sets the viewport to render from (x, y) to (x + width, y + height).</div>
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+ <p>Sets the viewport to render from (x, y) to (x + width, y + height).</p>
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<h2>Source</h2>
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<h2>Source</h2>
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