Renderer.html 2.1 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>Shadow Types</h2>
  26. <code>
  27. THREE.BasicShadowMap
  28. THREE.PCFShadowMap
  29. THREE.PCFSoftShadowMap
  30. THREE.VSMShadowMap
  31. </code>
  32. <p>
  33. These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
  34. [page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
  35. [page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
  36. [page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
  37. [page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
  38. </p>
  39. <h2>Tone Mapping</h2>
  40. <code>
  41. THREE.NoToneMapping
  42. THREE.LinearToneMapping
  43. THREE.ReinhardToneMapping
  44. THREE.CineonToneMapping
  45. THREE.ACESFilmicToneMapping
  46. </code>
  47. <p>
  48. These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
  49. This is used to approximate the appearance of high dynamic range (HDR) on the
  50. low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
  51. See the [example:webgl_tonemapping WebGL / tonemapping] example.
  52. </p>
  53. <h2>Source</h2>
  54. <p>
  55. [link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
  56. </p>
  57. </body>
  58. </html>