Renderer.html 2.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. <h1>WebGLRenderer Constants</h1>
  12. <h2>Cull Face Modes</h2>
  13. <code>
  14. THREE.CullFaceNone
  15. THREE.CullFaceBack
  16. THREE.CullFaceFront
  17. THREE.CullFaceFrontBack
  18. </code>
  19. <p>
  20. [page:constant CullFaceNone] disables face culling.<br />
  21. [page:constant CullFaceBack] culls back faces (default).<br />
  22. [page:constant CullFaceFront] culls front faces.<br />
  23. [page:constant CullFaceFrontBack] culls both front and back faces.
  24. </p>
  25. <h2>Front Face Direction</h2>
  26. <code>
  27. THREE.FrontFaceDirectionCW
  28. THREE.FrontFaceDirectionCCW
  29. </code>
  30. <p>
  31. [page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.<br />
  32. [page:constant FrontFaceDirectionCCW] sets the winding order for polygons to counter-clockwise (default).
  33. </p>
  34. <h2>Shadow Types</h2>
  35. <code>
  36. THREE.BasicShadowMap
  37. THREE.PCFShadowMap
  38. THREE.PCFSoftShadowMap
  39. </code>
  40. <p>
  41. These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
  42. [page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
  43. [page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
  44. [page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
  45. </p>
  46. <h2>Tone Mapping</h2>
  47. <code>
  48. THREE.NoToneMapping
  49. THREE.LinearToneMapping
  50. THREE.ReinhardToneMapping
  51. THREE.Uncharted2ToneMapping
  52. THREE.CineonToneMapping
  53. </code>
  54. <p>
  55. These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
  56. This is used to approximate the appearance of high dynamic range (HDR) on the
  57. low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
  58. [page:constant NoToneMapping] disables tone mapping.<br />
  59. [page:constant LinearToneMapping] is the default.<br /><br />
  60. See the [example:webgl_tonemapping WebGL / tonemapping] example.
  61. </p>
  62. <h2>Source</h2>
  63. [link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
  64. </body>
  65. </html>