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@@ -91,27 +91,28 @@
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<div>Default is false. If set, then it expects that all textures and colors need to be outputted in premultiplied gamma.</div>
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<div>Default is false. If set, then it expects that all textures and colors need to be outputted in premultiplied gamma.</div>
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+ <h3>[property:WebGLShadowMap shadowMap]</h3>
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+ <div>
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+ This contains the reference to the component implementing shadow mapping.
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+ </div>
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- <h3>[property:Boolean shadowMapEnabled]</h3>
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+ <h3>[property:Boolean shadowMap.enabled]</h3>
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<div>Default is false. If set, use shadow maps in the scene.</div>
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<div>Default is false. If set, use shadow maps in the scene.</div>
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-
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- <h3>[property:Integer shadowMapType]</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>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, THREE.PCFSoftShadowMap. Default is THREE.PCFShadowMap.</div>
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<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap, THREE.PCFSoftShadowMap. Default is THREE.PCFShadowMap.</div>
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- <h3>[property:Integer shadowMapCullFace]</h3>
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+ <h3>[property:Integer shadowMap.cullFace]</h3>
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<div>Default is THREE.CullFaceFront. The faces that needed to be culled. Possible values: THREE.CullFaceFront and THREE.CullFaceBack</div>
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<div>Default is THREE.CullFaceFront. The faces that needed to be culled. Possible values: THREE.CullFaceFront and THREE.CullFaceBack</div>
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+ <h3>[property:Integer shadowMap.allowDoubleSided]</h3>
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- <h3>[property:Boolean shadowMapCascade]</h3>
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-
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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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-
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+ <div>Whether to allow double sided shadow rendering, off by default. When enabled, an appropriate shadow.bias must be set on the light source to keep surfaces from casting a shadow on themselves that will not render properly.</div>
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<h3>[property:Integer maxMorphTargets]</h3>
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<h3>[property:Integer maxMorphTargets]</h3>
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@@ -152,12 +153,6 @@
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</ul>
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</ul>
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</div>
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</div>
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- <h3>[property:WebGLShadowMap shadowMap]</h3>
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- <div>
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- This contains the reference to the component implementing shadow mapping.
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- </div>
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-
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-
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<h2>Methods</h2>
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<h2>Methods</h2>
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<h3>[method:WebGLRenderingContext getContext]()</h3>
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<h3>[method:WebGLRenderingContext getContext]()</h3>
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