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@@ -38,7 +38,7 @@
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<div>A [page: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); you just need to add it to your page.</div>
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- <h3>.[page:todo context]</h3>
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+ <h3>.[page:WebGLRenderingContext context]</h3>
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<div>The HTML5 Canvas's 'webgl' context obtained from the canvas where the renderer will draw.</div>
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@@ -111,7 +111,7 @@
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<h3>.[page:Boolean shadowMapCascade]</h3>
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- <div>Default is false. TODO</div>
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+ <div>Default is false. If Set, use cascaded shadowmaps. See [link:http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf cascaded shadowmaps] for more information.</div>
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<h3>.[page:Integer maxMorphTargets]</h3>
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@@ -237,7 +237,9 @@
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program — an instance of shaderProgram<br />
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shading — an instance of Material<br />
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</div>
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- <div>TODO.</div>
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+ <div>
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+ Render an immediate buffer. Gets called by renderImmediateObject.
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+ </div>
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<h3>.renderBufferDirect( [page:Camera camera], [page:Array lights], [page:Fog fog], [page:Material material], [page:Object geometryGroup], [page:Object3D object] )</h3>
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@@ -255,7 +257,7 @@
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<div>Even with forceClear set to true you can prevent certain buffers being cleared by setting either the .autoClearColor, .autoClearStencil or .autoClearDepth properties to false.</div>
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<h3>.renderImmediateObject( camera, lights, fog, material, object )</h3>
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- <div>TODO.</div>
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+ <div>Renders an immediate Object using a camera.</div>
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<h3>.initWebGLObjects( [page:Scene scene] )</h3>
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