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WebGLRenderer: Deprecate `useLegacyLights`, change default to `false`. (#26392)

Michael Herzog 2 ani în urmă
părinte
comite
cce80b8f87
100 a modificat fișierele cu 32 adăugiri și 224 ștergeri
  1. 0 1
      docs/api/ar/lights/Light.html
  2. 0 8
      docs/api/ar/lights/PointLight.html
  3. 0 2
      docs/api/ar/lights/RectAreaLight.html
  4. 2 12
      docs/api/ar/lights/SpotLight.html
  5. 0 3
      docs/api/ar/renderers/WebGLRenderer.html
  6. 1 2
      docs/api/en/lights/Light.html
  7. 3 13
      docs/api/en/lights/PointLight.html
  8. 3 6
      docs/api/en/lights/RectAreaLight.html
  9. 3 12
      docs/api/en/lights/SpotLight.html
  10. 0 3
      docs/api/en/renderers/WebGLRenderer.html
  11. 1 1
      docs/api/it/lights/Light.html
  12. 6 14
      docs/api/it/lights/PointLight.html
  13. 2 4
      docs/api/it/lights/RectAreaLight.html
  14. 3 11
      docs/api/it/lights/SpotLight.html
  15. 0 5
      docs/api/it/renderers/WebGLRenderer.html
  16. 1 1
      docs/api/zh/lights/Light.html
  17. 2 7
      docs/api/zh/lights/PointLight.html
  18. 2 2
      docs/api/zh/lights/RectAreaLight.html
  19. 2 7
      docs/api/zh/lights/SpotLight.html
  20. 0 5
      docs/api/zh/renderers/WebGLRenderer.html
  21. 0 4
      docs/examples/en/loaders/GLTFLoader.html
  22. 0 3
      docs/examples/zh/loaders/GLTFLoader.html
  23. 0 1
      docs/scenes/bones-browser.html
  24. 0 1
      docs/scenes/ccdiksolver-browser.html
  25. 0 1
      docs/scenes/geometry-browser.html
  26. 0 1
      docs/scenes/material-browser.html
  27. 0 1
      editor/js/Config.js
  28. 0 1
      editor/js/Editor.js
  29. 0 19
      editor/js/Sidebar.Project.Renderer.js
  30. 0 3
      editor/js/Strings.js
  31. 0 1
      editor/js/libs/app.js
  32. 0 1
      examples/css2d_label.html
  33. 0 1
      examples/css3d_orthographic.html
  34. 0 1
      examples/css3d_sandbox.html
  35. 0 1
      examples/games_fps.html
  36. 1 1
      examples/jsm/environments/RoomEnvironment.js
  37. 0 1
      examples/jsm/offscreen/scene.js
  38. 0 1
      examples/misc_animation_groups.html
  39. 0 1
      examples/misc_animation_keys.html
  40. 0 1
      examples/misc_boxselection.html
  41. 0 1
      examples/misc_controls_arcball.html
  42. 0 1
      examples/misc_controls_drag.html
  43. 0 1
      examples/misc_controls_fly.html
  44. 0 1
      examples/misc_controls_map.html
  45. 0 1
      examples/misc_controls_orbit.html
  46. 0 1
      examples/misc_controls_pointerlock.html
  47. 0 1
      examples/misc_controls_trackball.html
  48. 0 1
      examples/misc_controls_transform.html
  49. 0 1
      examples/misc_exporter_draco.html
  50. 0 1
      examples/misc_exporter_gltf.html
  51. 0 1
      examples/misc_exporter_obj.html
  52. 0 1
      examples/misc_exporter_ply.html
  53. 0 1
      examples/misc_exporter_stl.html
  54. 0 1
      examples/misc_exporter_usdz.html
  55. 0 1
      examples/misc_lookat.html
  56. 0 1
      examples/physics_ammo_break.html
  57. 0 1
      examples/physics_ammo_cloth.html
  58. 0 1
      examples/physics_ammo_instancing.html
  59. 0 1
      examples/physics_ammo_rope.html
  60. 0 1
      examples/physics_ammo_terrain.html
  61. 0 1
      examples/physics_ammo_volume.html
  62. 0 1
      examples/physics_rapier_instancing.html
  63. 0 1
      examples/webaudio_orientation.html
  64. 0 1
      examples/webaudio_sandbox.html
  65. 0 1
      examples/webaudio_timing.html
  66. 0 1
      examples/webaudio_visualizer.html
  67. 0 1
      examples/webgl2_buffergeometry_attributes_integer.html
  68. 0 1
      examples/webgl2_buffergeometry_attributes_none.html
  69. 0 1
      examples/webgl2_materials_texture2darray.html
  70. 0 1
      examples/webgl2_materials_texture3d.html
  71. 0 1
      examples/webgl2_materials_texture3d_partialupdate.html
  72. 0 1
      examples/webgl2_multiple_rendertargets.html
  73. 0 1
      examples/webgl2_multisampled_renderbuffers.html
  74. 0 1
      examples/webgl2_rendertarget_texture2darray.html
  75. 0 1
      examples/webgl2_texture2darray_compressed.html
  76. 0 1
      examples/webgl2_ubo.html
  77. 0 1
      examples/webgl2_volume_cloud.html
  78. 0 1
      examples/webgl2_volume_instancing.html
  79. 0 1
      examples/webgl2_volume_perlin.html
  80. 0 1
      examples/webgl_animation_keyframes.html
  81. 0 1
      examples/webgl_animation_multiple.html
  82. 0 1
      examples/webgl_animation_skinning_additive_blending.html
  83. 0 1
      examples/webgl_animation_skinning_blending.html
  84. 0 1
      examples/webgl_animation_skinning_ik.html
  85. 0 1
      examples/webgl_animation_skinning_morph.html
  86. 0 1
      examples/webgl_buffergeometry.html
  87. 0 1
      examples/webgl_buffergeometry_compression.html
  88. 0 1
      examples/webgl_buffergeometry_custom_attributes_particles.html
  89. 0 1
      examples/webgl_buffergeometry_drawrange.html
  90. 0 1
      examples/webgl_buffergeometry_glbufferattribute.html
  91. 0 1
      examples/webgl_buffergeometry_indexed.html
  92. 0 1
      examples/webgl_buffergeometry_instancing.html
  93. 0 1
      examples/webgl_buffergeometry_instancing_billboards.html
  94. 0 1
      examples/webgl_buffergeometry_instancing_interleaved.html
  95. 0 1
      examples/webgl_buffergeometry_lines.html
  96. 0 1
      examples/webgl_buffergeometry_lines_indexed.html
  97. 0 1
      examples/webgl_buffergeometry_points.html
  98. 0 1
      examples/webgl_buffergeometry_points_interleaved.html
  99. 0 1
      examples/webgl_buffergeometry_rawshader.html
  100. 0 1
      examples/webgl_buffergeometry_selective_draw.html

+ 0 - 1
docs/api/ar/lights/Light.html

@@ -40,7 +40,6 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 		شدة الضوء ، أو قوته.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode] ،
 		وحدات الشدة تعتمد على نوع الضوء.<br />
 		الافتراضي - `1.0`.
 		</p>

+ 0 - 8
docs/api/ar/lights/PointLight.html

@@ -71,12 +71,6 @@
 		
 		<h3>[property:Float distance]</h3>
 		<p>
-		`الوضع الافتراضي` - عندما تكون المسافة صفرًا ، لا يتلاشى الضوء. عندما
-		تكون المسافة غير صفرية ، سيتلاشى الضوء بشكل خطي من أقصى شدة
-		عند موقع الضوء إلى الصفر على هذه المسافة من الضوء.
-		</p>
-		<p>
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode] -
 		عندما تكون المسافة صفرًا ، سيتلاشى الضوء وفقًا لقانون المربع المعكوس
 		إلى مسافة لانهائية. عندما تكون المسافة غير صفرية ، سيتلاشى الضوء
 		وفقًا لقانون المربع المعكوس حتى قرب نقطة قطع المسافة ، حيث
@@ -87,7 +81,6 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 		شدة الضوء. القيمة الافتراضية هي `1`.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode]،
 		الشدة هي شدة إضاءة الضوء المقاسة بالشمعات
 		(cd).<br /><br />
 		
@@ -97,7 +90,6 @@
 		<h3>[property:Float power]</h3>
 		<p>
 		قوة الضوء.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode]،
 		الطاقة هي قوة إضاءة الضوء المقاسة باللومن (lm).
 		<br /><br />
 		

+ 0 - 2
docs/api/ar/lights/RectAreaLight.html

@@ -72,7 +72,6 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 		شدة الضوء. القيمة الافتراضية هي `1`.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode]،
 		الشدة هي الإضاءة (السطوع) للضوء المقاسة بالنيتات
 		(cd/m^2).<br /><br />
 		
@@ -85,7 +84,6 @@
 		<h3>[property:Float power]</h3>
 		<p>
 		قوة الضوء.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode]،
 		الطاقة هي قوة إضاءة الضوء المقاسة باللومن (lm).
 		<br /><br />
 		

+ 2 - 12
docs/api/ar/lights/SpotLight.html

@@ -89,12 +89,6 @@
 		
 		<h3>[property:Float distance]</h3>
 		<p>
-		`الوضع الافتراضي` - عندما تكون المسافة صفرًا ، لا يتلاشى الضوء. عندما
-		تكون المسافة غير صفرية ، سيتلاشى الضوء بشكل خطي من أقصى شدة
-		عند موقع الضوء إلى الصفر على هذه المسافة من الضوء.
-		</p>
-		<p>
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode] -
 		عندما تكون المسافة صفرًا ، سيتلاشى الضوء وفقًا لقانون المربع المعكوس
 		إلى مسافة لانهائية. عندما تكون المسافة غير صفرية ، سيتلاشى الضوء
 		وفقًا لقانون المربع المعكوس حتى قرب نقطة قطع المسافة ، حيث
@@ -105,9 +99,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 		شدة الضوء. القيمة الافتراضية هي `1`.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode]،
-		الشدة هى شدة إضاءة الضوء المقاسة بالشمعات
-		(cd).<br /><br />
+		الشدة هى شدة إضاءة الضوء المقاسة بالشمعات(cd).<br /><br />
 		تغيير الشدة سيغير أيضًا قوة الضوء.
 		</p>
 		
@@ -129,9 +121,7 @@
 		<h3>[property:Float power]</h3>
 		<p>
 		قوة الضوء.<br />
-		عندما يتم تعطيل [page:WebGLRenderer.useLegacyLights legacy lighting mode]،
-		الطاقة هي قوة إضاءة الضوء المقاسة باللومن (lm).
-		<br /><br />
+		الطاقة هي قوة إضاءة الضوء المقاسة باللومن (lm).<br /><br />
 		تغيير الطاقة سيغير أيضًا شدة الضوء.
 		</p>
 		

+ 0 - 3
docs/api/ar/renderers/WebGLRenderer.html

@@ -256,9 +256,6 @@
 		الافتراضي هو `false`.
 		</p>
 	 
-		<h3>[property:Boolean useLegacyLights]</h3>
-		<p>هل تستخدم وضع الإضاءة التقليدي أم لا. الافتراضي هو `true`.</p>
-	 
 		<h3>[property:Object properties]</h3>
 		<p>
 		يستخدم داخليًا من قبل المُعالج لتتبع خصائص الكائنات الفرعية المختلفة

+ 1 - 2
docs/api/en/lights/Light.html

@@ -40,8 +40,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 			The light's intensity, or strength.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			the units of intensity depend on the type of light.<br />
+			Tthe units of intensity depend on the type of light.<br />
 			Default - `1.0`.
 		</p>
 

+ 3 - 13
docs/api/en/lights/PointLight.html

@@ -75,12 +75,6 @@ scene.add( light );
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			`Default mode` — When distance is zero, light does not attenuate. When
-			distance is non-zero, light will attenuate linearly from maximum intensity
-			at the light's position down to zero at this distance from the light.
-		</p>
-		<p>
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled —
 			When distance is zero, light will attenuate according to inverse-square
 			law to infinite distance. When distance is non-zero, light will attenuate
 			according to inverse-square law until near the distance cutoff, where it
@@ -91,19 +85,15 @@ scene.add( light );
 
 		<h3>[property:Float intensity]</h3>
 		<p>
-			The light's intensity. Default is `1`.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			intensity is the luminous intensity of the light measured in candela
-			(cd).<br /><br />
-
+			The light's luminous intensity measured in candela (cd). Default is `1`.
+			<br /><br />
 			Changing the intensity will also change the light's power.
 		</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			power is the luminous power of the light measured in lumens (lm).
+			Power is the luminous power of the light measured in lumens (lm).
 			<br /><br />
 
 			Changing the power will also change the light's intensity.

+ 3 - 6
docs/api/en/lights/RectAreaLight.html

@@ -73,10 +73,8 @@ rectLight.add( rectLightHelper );
 
 		<h3>[property:Float intensity]</h3>
 		<p>
-			The light's intensity. Default is `1`.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			intensity is the luminance (brightness) of the light measured in nits
-			(cd/m^2).<br /><br />
+			The light's intensity. It is the luminance (brightness) of the light measured in nits (cd/m^2). 
+			Default is `1`. <br /><br />
 
 			Changing the intensity will also change the light's power.
 		</p>
@@ -87,8 +85,7 @@ rectLight.add( rectLightHelper );
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			power is the luminous power of the light measured in lumens (lm).
+			Power is the luminous power of the light measured in lumens (lm).
 			<br /><br />
 
 			Changing the power will also change the light's intensity.

+ 3 - 12
docs/api/en/lights/SpotLight.html

@@ -90,12 +90,6 @@
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			`Default mode` — When distance is zero, light does not attenuate. When
-			distance is non-zero, light will attenuate linearly from maximum intensity
-			at the light's position down to zero at this distance from the light.
-		</p>
-		<p>
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled —
 			When distance is zero, light will attenuate according to inverse-square
 			law to infinite distance. When distance is non-zero, light will attenuate
 			according to inverse-square law until near the distance cutoff, where it
@@ -106,10 +100,8 @@
 
 		<h3>[property:Float intensity]</h3>
 		<p>
-			The light's intensity. Default is `1`.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			intensity is the luminous intensity of the light measured in candela
-			(cd).<br /><br />
+			The light's luminous intensity measured in candela (cd). Default is `1`.
+			<br /><br />
 			Changing the intensity will also change the light's power.
 		</p>
 
@@ -131,8 +123,7 @@
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
-			When [page:WebGLRenderer.useLegacyLights legacy lighting mode] is disabled,
-			power is the luminous power of the light measured in lumens (lm).
+			Power is the luminous power of the light measured in lumens (lm).
 			<br /><br />
 			Changing the power will also change the light's intensity.
 		</p>

+ 0 - 3
docs/api/en/renderers/WebGLRenderer.html

@@ -254,9 +254,6 @@ document.body.appendChild( renderer.domElement );
 			Default is `false`.
 		</p>
 
-		<h3>[property:Boolean useLegacyLights]</h3>
-		<p>Whether to use the legacy lighting mode or not. Default is `true`.</p>
-
 		<h3>[property:Object properties]</h3>
 		<p>
 			Used internally by the renderer to keep track of various sub object

+ 1 - 1
docs/api/it/lights/Light.html

@@ -40,7 +40,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
       L'intensità o la forza della luce.<br />
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, le unità di intensità dipendono dal tipo di luce.<br />
+      Le unità di intensità dipendono dal tipo di luce.<br />
 			Il valore predefinito è `1.0`.
 		</p>
 

+ 6 - 14
docs/api/it/lights/PointLight.html

@@ -68,16 +68,10 @@ scene.add( light );
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			`Modalità predefinita` — Quando la distanza è zero, la luce non si attenua. Quando la distanza è diversa da zero,
-      la luce si attenuerà linearmente dalla massima intensità nella posizione della luce fino a zero a questa distanza 
-      dalla luce.
-		</p>
-		<p>
-			Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata — Quando la distanza è
-      zero, la luce si attenuerà secondo la legge dell'inverso del quadrato alla distanza infinita.
-      Quando la distanza è diversa da zero, la luce si attenuerà secondo la legge dell'inverso del quadrato 
-      fino in prossimità del limite di distanza, dove si attenuerà quindi rapidamente e senza intoppi fino a 0.
-      Intrinsecamente, i limiti non sono fisicamente corretti.
+			Quando la distanza è zero, la luce si attenuerà secondo la legge dell'inverso del quadrato alla distanza infinita.
+			Quando la distanza è diversa da zero, la luce si attenuerà secondo la legge dell'inverso del quadrato 
+			fino in prossimità del limite di distanza, dove si attenuerà quindi rapidamente e senza intoppi fino a 0.
+			Intrinsecamente, i limiti non sono fisicamente corretti.
 		</p>
 		<p>
 			Il valore predefinito è `0.0`.
@@ -86,8 +80,7 @@ scene.add( light );
 		<h3>[property:Float intensity]</h3>
 		<p>
       L'intensità della luce. Il valore predefinito è `1`.<br />
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, l'intensità 
-      è l'intensità luminosa della luce misurata in candela (cd).<br /><br />
+      L'intensità è l'intensità luminosa della luce misurata in candela (cd).<br /><br />
 
       Modificando l'intensità si modificherà anche la potenza della luce.
 		</p>
@@ -95,8 +88,7 @@ scene.add( light );
 		<h3>[property:Float power]</h3>
 		<p>
       La potenza della luce.<br />
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, la potenza è la potenza 
-      della luminosità della luce misurata in lumen (lm).<br /><br />
+      La potenza è la potenza della luminosità della luce misurata in lumen (lm).<br /><br />
 
       Modificando la potenza si modificherà anche l'intensità della luce.
 		</p>

+ 2 - 4
docs/api/it/lights/RectAreaLight.html

@@ -70,8 +70,7 @@ rectLight.add( rectLightHelper );
 		<h3>[property:Float intensity]</h3>
 		<p>
       L'intensità della luce. Il valore predefinito è `1`.<br />
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, l'intesità è la luminanza
-      (luminosità) della luce misurata in nits (cd/m^2).<br /><br />
+      L'intesità è la luminanza (luminosità) della luce misurata in nits (cd/m^2).<br /><br />
 
       Modificando l'intensità si modificherà anche la potenza della luce.
 		</p>
@@ -84,8 +83,7 @@ rectLight.add( rectLightHelper );
 		<h3>[property:Float power]</h3>
 		<p>
       La potenza della luce.<br />
-	  Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, la potenza è la potenza 
-      della luminosità della luce misurata in lumen (lm).<br /><br />
+      La potenza è la potenza della luminosità della luce misurata in lumen (lm).<br /><br />
 
       Modificando la potenza si modificherà anche l'intensità della luce.
 		</p>

+ 3 - 11
docs/api/it/lights/SpotLight.html

@@ -88,13 +88,7 @@
 
 		<h3>[property:Float distance]</h3>
 		<p>
-      `Modalità predefinita` — Quando la distanza è zero, la luce non si attenua. Quando la distanza è diversa da zero,
-      la luce si attenuerà linearmente dalla massima intensità nella posizione della luce fino a zero a questa distanza 
-      dalla luce.
-		</p>
-		<p>
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata — Quando la distanza è
-      zero, la luce si attenuerà secondo la legge dell'inverso del quadrato alla distanza infinita.
+      Quando la distanza è zero, la luce si attenuerà secondo la legge dell'inverso del quadrato alla distanza infinita.
       Quando la distanza è diversa da zero, la luce si attenuerà secondo la legge dell'inverso del quadrato 
       fino in prossimità del limite di distanza, dove si attenuerà quindi rapidamente e uniformemente fino a `0`.
       Intrinsecamente, i limiti non sono fisicamente corretti.
@@ -106,8 +100,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 			L'intensità della luce. Il valore predefinito è `1`.<br />
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, l'intensità 
-      è l'intensità luminosa della luce misurata in candela (cd).<br /><br />
+      L'intensità è l'intensità luminosa della luce misurata in candela (cd).<br /><br />
 
       Modificando l'intensità si modificherà anche la potenza della luce.
 		</p>
@@ -132,8 +125,7 @@
 		<p>
       La potenza della luce. <br />
 
-      Quando [page:WebGLRenderer.useLegacyLights legacy lighting mode] è disabilitata, la potenza è la potenza 
-      della luminosità della luce misurata in lumen (lm).<br /><br />
+      La potenza è la potenza della luminosità della luce misurata in lumen (lm).<br /><br />
 
       Modificando la potenza si modificherà anche l'intensità della luce.
 		</p>

+ 0 - 5
docs/api/it/renderers/WebGLRenderer.html

@@ -223,11 +223,6 @@
 		<h3>[property:Boolean localClippingEnabled]</h3>
 		<p>Definisce se il render rispetta i piani di taglio a livello di oggetto. Il valore predefinito è `false`.</p>
 
-		<h3>[property:Boolean useLegacyLights]</h3>
-		<p>
-		Whether to use the legacy lighting mode or not. Il valore predefinito è `true`.
-		</p>
-
 		<h3>[property:Object properties]</h3>
 		<p>
 			Utilizzato internamente dal renderer per mantenere traccia delle proprietà dei vari oggetti secondari.

+ 1 - 1
docs/api/zh/lights/Light.html

@@ -40,7 +40,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 			光照的强度,或者说能量。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,强度的单位取决于光的类型。<br />
+			强度的单位取决于光的类型。<br />
 			默认值为 `1.0`。<br />
 		</p>
 

+ 2 - 7
docs/api/zh/lights/PointLight.html

@@ -66,10 +66,6 @@
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			默认模式下 — 当值为零时,光线不会衰减。当值不为零时,光线会从灯光的位置开始,到指定的距离之间,随着距离的增加线性衰减为零。
-		</p>
-		<p>
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下 —
 			当值为零时,光线将根据平方反比定律衰减到无限远。
 			当值不为零时,光线会先按照平方反比定律衰减,直到距离截止点附近,然后线性衰减到 0。
 		</p>
@@ -78,15 +74,14 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 			光源的强度。默认值为 `1`。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,单位是坎德拉(cd)。<br /><br />
+			单位是坎德拉(cd)。<br /><br />
 			改变该值会影响到 `power` 的值。
 		</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
 			光源的功率。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,单位为流明(lm)。
-			<br /><br />
+			单位为流明(lm)。<br /><br />
 			改变该值会影响到 `intensity` 的值。
 		</p>
 

+ 2 - 2
docs/api/zh/lights/RectAreaLight.html

@@ -67,7 +67,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 			光源的强度。默认值为 `1`。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,单位是尼特(cd/m^2)。<br /><br />
+			单位是尼特(cd/m^2)。<br /><br />
 
 			改变该值会影响到 `power` 的值。
 		</p>
@@ -80,7 +80,7 @@
 		<h3>[property:Float power]</h3>
 		<p>
 			光源的功率。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,单位为流明(lm)。<br /><br />
+			单位为流明(lm)。<br /><br />
 
 			改变该值会影响到 `intensity` 的值。
 		</p>

+ 2 - 7
docs/api/zh/lights/SpotLight.html

@@ -84,10 +84,6 @@
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			默认模式下 — 当值为零时,光线不会衰减。当值不为零时,光线会从灯光的位置开始,到指定的距离之间,随着距离的增加线性衰减为零。
-		</p>
-		<p>
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下 —
 			当值为零时,光线将根据平方反比定律衰减到无限远。
 			当值不为零时,光线会先按照平方反比定律衰减,直到距离截止点附近,然后线性衰减到 0。
 		</p>
@@ -96,7 +92,7 @@
 		<h3>[property:Float intensity]</h3>
 		<p>
 			光源的强度。默认值为 `1`。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,单位是坎德拉(cd)。<br /><br />
+			单位是坎德拉(cd)。<br /><br />
 			改变该值会影响到 `power` 的值。
 		</p>
 
@@ -118,8 +114,7 @@
 		<h3>[property:Float power]</h3>
 		<p>
 			光源的功率。<br />
-			禁用 [page:WebGLRenderer.useLegacyLights legacy lighting mode] 的情况下,单位为流明(lm)。
-			<br /><br />
+			单位为流明(lm)。<br /><br />
 			改变该值会影响到 `intensity` 的值。
 		</p>
 

+ 0 - 5
docs/api/zh/renderers/WebGLRenderer.html

@@ -192,11 +192,6 @@
 		<h3>[property:Boolean localClippingEnabled]</h3>
 		<p>定义渲染器是否考虑对象级剪切平面。 默认为*false*.</p>
 
-		<h3>[property:Boolean useLegacyLights]</h3>
-		<p>
-		Whether to use the legacy lighting mode or not. 默认是*true*。
-		</p>
-
 		<h3>[property:Object properties]</h3>
 		<p>
 		渲染器内部使用,以跟踪各种子对象属性。

+ 0 - 4
docs/examples/en/loaders/GLTFLoader.html

@@ -70,10 +70,6 @@
 			<li>[link:https://github.com/takahirox/three-gltf-extensions MSFT_texture_dds]</li>
 		</ul>
 
-		<p><i>
-			<sup>1</sup>Requires [link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.useLegacyLights useLegacyLights] to be disabled.
-		</i></p>
-
 		<p><i>
 			<sup>2</sup>You can also manually process the extension after loading in your application. See [link:https://threejs.org/examples/#webgl_loader_gltf_variants Three.js glTF materials variants example].
 		</i></p>

+ 0 - 3
docs/examples/zh/loaders/GLTFLoader.html

@@ -69,9 +69,6 @@
 			<li>[link:https://github.com/takahirox/three-gltf-extensions MSFT_texture_dds]</li>
 		</ul>
 
-		<p><i>
-			<sup>1</sup>Requires [link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.useLegacyLights useLegacyLights] to be disabled.
-		</i></p>
 		<p><i>
 			<sup>2</sup>支持UV变换,但存在一些重要的限制。
 			Transforms applied to

+ 0 - 1
docs/scenes/bones-browser.html

@@ -80,7 +80,6 @@
 				renderer = new WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				orbit = new OrbitControls( camera, renderer.domElement );

+ 0 - 1
docs/scenes/ccdiksolver-browser.html

@@ -84,7 +84,6 @@
 				renderer = new WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				orbit = new OrbitControls( camera, renderer.domElement );

+ 0 - 1
docs/scenes/geometry-browser.html

@@ -749,7 +749,6 @@
 			const renderer = new WebGLRenderer( { antialias: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			document.body.appendChild( renderer.domElement );
 
 			const orbit = new OrbitControls( camera, renderer.domElement );

+ 0 - 1
docs/scenes/material-browser.html

@@ -737,7 +737,6 @@
 			const renderer = new THREE.WebGLRenderer( { antialias: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			document.body.appendChild( renderer.domElement );
 
 			const pmremGenerator = new THREE.PMREMGenerator( renderer );

+ 0 - 1
editor/js/Config.js

@@ -14,7 +14,6 @@ function Config() {
 		'project/renderer/antialias': true,
 		'project/renderer/shadows': true,
 		'project/renderer/shadowType': 1, // PCF
-		'project/renderer/useLegacyLights': false,
 		'project/renderer/toneMapping': 0, // NoToneMapping
 		'project/renderer/toneMappingExposure': 1,
 

+ 0 - 1
editor/js/Editor.js

@@ -689,7 +689,6 @@ Editor.prototype = {
 				shadows: this.config.getKey( 'project/renderer/shadows' ),
 				shadowType: this.config.getKey( 'project/renderer/shadowType' ),
 				vr: this.config.getKey( 'project/vr' ),
-				useLegacyLights: this.config.getKey( 'project/renderer/useLegacyLights' ),
 				toneMapping: this.config.getKey( 'project/renderer/toneMapping' ),
 				toneMappingExposure: this.config.getKey( 'project/renderer/toneMappingExposure' )
 			},

+ 0 - 19
editor/js/Sidebar.Project.Renderer.js

@@ -27,21 +27,6 @@ function SidebarProjectRenderer( editor ) {
 	const antialiasBoolean = new UIBoolean( config.getKey( 'project/renderer/antialias' ) ).onChange( createRenderer );
 	antialiasRow.add( antialiasBoolean );
 
-	// Physically Correct lights
-
-	const useLegacyLightsRow = new UIRow();
-	container.add( useLegacyLightsRow );
-
-	useLegacyLightsRow.add( new UIText( strings.getKey( 'sidebar/project/useLegacyLights' ) ).setWidth( '90px' ) );
-
-	const useLegacyLightsBoolean = new UIBoolean( config.getKey( 'project/renderer/useLegacyLights' ) ).onChange( function () {
-
-		currentRenderer.useLegacyLights = this.getValue();
-		signals.rendererUpdated.dispatch();
-
-	} );
-	useLegacyLightsRow.add( useLegacyLightsBoolean );
-
 	// Shadows
 
 	const shadowsRow = new UIRow();
@@ -109,7 +94,6 @@ function SidebarProjectRenderer( editor ) {
 	function createRenderer() {
 
 		currentRenderer = new THREE.WebGLRenderer( { antialias: antialiasBoolean.getValue() } );
-		currentRenderer.useLegacyLights = useLegacyLightsBoolean.getValue();
 		currentRenderer.shadowMap.enabled = shadowsBoolean.getValue();
 		currentRenderer.shadowMap.type = parseFloat( shadowTypeSelect.getValue() );
 		currentRenderer.toneMapping = parseFloat( toneMappingSelect.getValue() );
@@ -127,13 +111,11 @@ function SidebarProjectRenderer( editor ) {
 
 	signals.editorCleared.add( function () {
 
-		currentRenderer.useLegacyLights = false;
 		currentRenderer.shadowMap.enabled = true;
 		currentRenderer.shadowMap.type = THREE.PCFShadowMap;
 		currentRenderer.toneMapping = THREE.NoToneMapping;
 		currentRenderer.toneMappingExposure = 1;
 
-		useLegacyLightsBoolean.setValue( currentRenderer.useLegacyLights );
 		shadowsBoolean.setValue( currentRenderer.shadowMap.enabled );
 		shadowTypeSelect.setValue( currentRenderer.shadowMap.type );
 		toneMappingSelect.setValue( currentRenderer.toneMapping );
@@ -148,7 +130,6 @@ function SidebarProjectRenderer( editor ) {
 
 		config.setKey(
 			'project/renderer/antialias', antialiasBoolean.getValue(),
-			'project/renderer/useLegacyLights', useLegacyLightsBoolean.getValue(),
 			'project/renderer/shadows', shadowsBoolean.getValue(),
 			'project/renderer/shadowType', parseFloat( shadowTypeSelect.getValue() ),
 			'project/renderer/toneMapping', parseFloat( toneMappingSelect.getValue() ),

+ 0 - 3
editor/js/Strings.js

@@ -316,7 +316,6 @@ function Strings( config ) {
 			'sidebar/project/renderer': 'Renderer',
 			'sidebar/project/antialias': 'Antialias',
 			'sidebar/project/shadows': 'Shadows',
-			'sidebar/project/useLegacyLights': 'Use legacy lights',
 			'sidebar/project/toneMapping': 'Tone mapping',
 			'sidebar/project/materials': 'Materials',
 			'sidebar/project/Assign': 'Assign',
@@ -667,7 +666,6 @@ function Strings( config ) {
 			'sidebar/project/renderer': 'Rendus',
 			'sidebar/project/antialias': 'Anticrénelage',
 			'sidebar/project/shadows': 'Ombres',
-			'sidebar/project/useLegacyLights': 'Use legacy lights',
 			'sidebar/project/toneMapping': 'Mappage des nuances',
 			'sidebar/project/materials': 'Matériaux',
 			'sidebar/project/Assign': 'Attribuer',
@@ -1018,7 +1016,6 @@ function Strings( config ) {
 			'sidebar/project/renderer': '渲染器',
 			'sidebar/project/antialias': '抗锯齿',
 			'sidebar/project/shadows': '阴影',
-			'sidebar/project/useLegacyLights': '传统灯',
 			'sidebar/project/toneMapping': '色调映射',
 			'sidebar/project/materials': '材质',
 			'sidebar/project/Assign': '应用',

+ 0 - 1
editor/js/libs/app.js

@@ -29,7 +29,6 @@ var APP = {
 			if ( project.shadowType !== undefined ) renderer.shadowMap.type = project.shadowType;
 			if ( project.toneMapping !== undefined ) renderer.toneMapping = project.toneMapping;
 			if ( project.toneMappingExposure !== undefined ) renderer.toneMappingExposure = project.toneMappingExposure;
-			if ( project.useLegacyLights !== undefined ) renderer.useLegacyLights = project.useLegacyLights;
 
 			this.setScene( loader.parse( json.scene ) );
 			this.setCamera( loader.parse( json.camera ) );

+ 0 - 1
examples/css2d_label.html

@@ -175,7 +175,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				labelRenderer = new CSS2DRenderer();

+ 0 - 1
examples/css3d_orthographic.html

@@ -98,7 +98,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				renderer2 = new CSS3DRenderer();

+ 0 - 1
examples/css3d_sandbox.html

@@ -93,7 +93,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				renderer2 = new CSS3DRenderer();

+ 0 - 1
examples/games_fps.html

@@ -78,7 +78,6 @@
 			renderer.shadowMap.enabled = true;
 			renderer.shadowMap.type = THREE.VSMShadowMap;
 			renderer.toneMapping = THREE.ACESFilmicToneMapping;
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			const stats = new Stats();

+ 1 - 1
examples/jsm/environments/RoomEnvironment.js

@@ -26,7 +26,7 @@ class RoomEnvironment extends Scene {
 
 		let intensity = 5;
 
-		if ( renderer !== null && renderer.useLegacyLights === false ) intensity = 900;
+		if ( renderer !== null && renderer._useLegacyLights === false ) intensity = 900;
 
 		const mainLight = new PointLight( 0xffffff, intensity, 28, 2 );
 		mainLight.position.set( 0.418, 16.199, 0.300 );

+ 0 - 1
examples/jsm/offscreen/scene.js

@@ -45,7 +45,6 @@ function init( canvas, width, height, pixelRatio, path ) {
 		renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas } );
 		renderer.setPixelRatio( pixelRatio );
 		renderer.setSize( width, height, false );
-		renderer.useLegacyLights = false;
 
 		animate();
 

+ 0 - 1
examples/misc_animation_groups.html

@@ -101,7 +101,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/misc_animation_keys.html

@@ -101,7 +101,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/misc_boxselection.html

@@ -110,7 +110,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				renderer.shadowMap.type = THREE.PCFShadowMap;
 

+ 0 - 1
examples/misc_controls_arcball.html

@@ -101,7 +101,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.toneMapping = THREE.ReinhardToneMapping;
 				renderer.toneMappingExposure = 3;
 				renderer.domElement.style.background = 'linear-gradient( 180deg, rgba( 0,0,0,1 ) 0%, rgba( 128,128,255,1 ) 100% )';

+ 0 - 1
examples/misc_controls_drag.html

@@ -111,7 +111,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				renderer.shadowMap.type = THREE.PCFShadowMap;
 

+ 0 - 1
examples/misc_controls_fly.html

@@ -205,7 +205,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/misc_controls_map.html

@@ -58,7 +58,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );

+ 0 - 1
examples/misc_controls_orbit.html

@@ -56,7 +56,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );

+ 0 - 1
examples/misc_controls_pointerlock.html

@@ -264,7 +264,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/misc_controls_trackball.html

@@ -104,7 +104,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				stats = new Stats();

+ 0 - 1
examples/misc_controls_transform.html

@@ -47,7 +47,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				const aspect = window.innerWidth / window.innerHeight;

+ 0 - 1
examples/misc_exporter_draco.html

@@ -95,7 +95,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				document.body.appendChild( renderer.domElement );
 

+ 0 - 1
examples/misc_exporter_gltf.html

@@ -446,7 +446,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.toneMapping = THREE.ACESFilmicToneMapping;
 				renderer.toneMappingExposure = 1;
 

+ 0 - 1
examples/misc_exporter_obj.html

@@ -52,7 +52,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );

+ 0 - 1
examples/misc_exporter_ply.html

@@ -107,7 +107,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				document.body.appendChild( renderer.domElement );
 

+ 0 - 1
examples/misc_exporter_stl.html

@@ -95,7 +95,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				document.body.appendChild( renderer.domElement );
 

+ 0 - 1
examples/misc_exporter_usdz.html

@@ -68,7 +68,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.toneMapping = THREE.ACESFilmicToneMapping;
 				document.body.appendChild( renderer.domElement );
 

+ 0 - 1
examples/misc_lookat.html

@@ -83,7 +83,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				stats = new Stats();

+ 0 - 1
examples/physics_ammo_break.html

@@ -123,7 +123,6 @@
 			renderer = new THREE.WebGLRenderer( { antialias: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			renderer.shadowMap.enabled = true;
 			container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/physics_ammo_cloth.html

@@ -90,7 +90,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/physics_ammo_instancing.html

@@ -123,7 +123,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				document.body.appendChild( renderer.domElement );
 

+ 0 - 1
examples/physics_ammo_rope.html

@@ -93,7 +93,6 @@
 			renderer = new THREE.WebGLRenderer( { antialias: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			renderer.shadowMap.enabled = true;
 			container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/physics_ammo_terrain.html

@@ -97,7 +97,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/physics_ammo_volume.html

@@ -97,7 +97,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/physics_rapier_instancing.html

@@ -121,7 +121,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				renderer.shadowMap.enabled = true;
 				document.body.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webaudio_orientation.html

@@ -155,7 +155,6 @@
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
 			renderer.shadowMap.enabled = true;
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			//

+ 0 - 1
examples/webaudio_sandbox.html

@@ -218,7 +218,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/webaudio_timing.html

@@ -144,7 +144,6 @@
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
 			renderer.shadowMap.enabled = true;
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			//

+ 0 - 1
examples/webaudio_visualizer.html

@@ -89,7 +89,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				scene = new THREE.Scene();

+ 0 - 1
examples/webgl2_buffergeometry_attributes_integer.html

@@ -170,7 +170,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 			}

+ 0 - 1
examples/webgl2_buffergeometry_attributes_none.html

@@ -151,7 +151,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 			}

+ 0 - 1
examples/webgl2_materials_texture2darray.html

@@ -136,7 +136,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				stats = new Stats();

+ 0 - 1
examples/webgl2_materials_texture3d.html

@@ -59,7 +59,6 @@
 			renderer = new THREE.WebGLRenderer();
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			document.body.appendChild( renderer.domElement );
 
 			// Create camera (The volume renderer does not work very well with perspective yet)

+ 0 - 1
examples/webgl2_materials_texture3d_partialupdate.html

@@ -85,7 +85,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				scene = new THREE.Scene();

+ 0 - 1
examples/webgl2_multiple_rendertargets.html

@@ -157,7 +157,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				// Create a multi render target with Float buffers

+ 0 - 1
examples/webgl2_multisampled_renderbuffers.html

@@ -133,7 +133,6 @@
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( container.offsetWidth, container.offsetHeight );
 				renderer.autoClear = false;
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/webgl2_rendertarget_texture2darray.html

@@ -182,7 +182,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				stats = new Stats();

+ 0 - 1
examples/webgl2_texture2darray_compressed.html

@@ -103,7 +103,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/webgl2_ubo.html

@@ -317,7 +317,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				window.addEventListener( 'resize', onWindowResize, false );

+ 0 - 1
examples/webgl2_volume_cloud.html

@@ -50,7 +50,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				scene = new THREE.Scene();

+ 0 - 1
examples/webgl2_volume_instancing.html

@@ -49,7 +49,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				scene = new THREE.Scene();

+ 0 - 1
examples/webgl2_volume_perlin.html

@@ -50,7 +50,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				scene = new THREE.Scene();

+ 0 - 1
examples/webgl_animation_keyframes.html

@@ -63,7 +63,6 @@
 			const renderer = new THREE.WebGLRenderer( { antialias: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			const pmremGenerator = new THREE.PMREMGenerator( renderer );

+ 0 - 1
examples/webgl_animation_multiple.html

@@ -112,7 +112,6 @@
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 				renderer.shadowMap.enabled = true;
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				window.addEventListener( 'resize', onWindowResize );

+ 0 - 1
examples/webgl_animation_skinning_additive_blending.html

@@ -160,7 +160,6 @@
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 				renderer.shadowMap.enabled = true;
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				// camera

+ 0 - 1
examples/webgl_animation_skinning_blending.html

@@ -138,7 +138,6 @@
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 				renderer.shadowMap.enabled = true;
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				stats = new Stats();

+ 0 - 1
examples/webgl_animation_skinning_ik.html

@@ -77,7 +77,6 @@
 			renderer = new THREE.WebGLRenderer( { antialias: true, logarithmicDepthBuffer: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			document.body.appendChild( renderer.domElement );
 
 			stats = new Stats();

+ 0 - 1
examples/webgl_animation_skinning_morph.html

@@ -119,7 +119,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				window.addEventListener( 'resize', onWindowResize );

+ 0 - 1
examples/webgl_buffergeometry.html

@@ -171,7 +171,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/webgl_buffergeometry_compression.html

@@ -87,7 +87,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/webgl_buffergeometry_custom_attributes_particles.html

@@ -136,7 +136,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				const container = document.getElementById( 'container' );
 				container.appendChild( renderer.domElement );

+ 0 - 1
examples/webgl_buffergeometry_drawrange.html

@@ -178,7 +178,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webgl_buffergeometry_glbufferattribute.html

@@ -51,7 +51,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: false } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webgl_buffergeometry_indexed.html

@@ -136,7 +136,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				//

+ 0 - 1
examples/webgl_buffergeometry_instancing.html

@@ -181,7 +181,6 @@
 			renderer = new THREE.WebGLRenderer();
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'ANGLE_instanced_arrays' ) === false ) {

+ 0 - 1
examples/webgl_buffergeometry_instancing_billboards.html

@@ -149,7 +149,6 @@
 
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			stats = new Stats();

+ 0 - 1
examples/webgl_buffergeometry_instancing_interleaved.html

@@ -167,7 +167,6 @@
 			renderer = new THREE.WebGLRenderer();
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.useLegacyLights = false;
 			container.appendChild( renderer.domElement );
 
 			if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'ANGLE_instanced_arrays' ) === false ) {

+ 0 - 1
examples/webgl_buffergeometry_lines.html

@@ -94,7 +94,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webgl_buffergeometry_lines_indexed.html

@@ -199,7 +199,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webgl_buffergeometry_points.html

@@ -104,7 +104,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webgl_buffergeometry_points_interleaved.html

@@ -118,7 +118,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 
 				container.appendChild( renderer.domElement );
 

+ 0 - 1
examples/webgl_buffergeometry_rawshader.html

@@ -145,7 +145,6 @@
 				renderer = new THREE.WebGLRenderer();
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				container.appendChild( renderer.domElement );
 
 				stats = new Stats();

+ 0 - 1
examples/webgl_buffergeometry_selective_draw.html

@@ -79,7 +79,6 @@
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.useLegacyLights = false;
 				document.body.appendChild( renderer.domElement );
 
 				scene = new THREE.Scene();

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff