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<h1>WebGLRenderer Constants</h1>
<h2>Cull Face Modes</h2>
<code>
THREE.CullFaceNone
THREE.CullFaceBack
THREE.CullFaceFront
THREE.CullFaceFrontBack
</code>
<p>
[page:constant CullFaceNone] disables face culling.<br />
[page:constant CullFaceBack] culls back faces (default).<br />
[page:constant CullFaceFront] culls front faces.<br />
[page:constant CullFaceFrontBack] culls both front and back faces.
</p>
<h2>Front Face Direction</h2>
<code>
THREE.FrontFaceDirectionCW
THREE.FrontFaceDirectionCCW
</code>
<p>
[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.<br />
[page:constant FrontFaceDirectionCCW] sets the winding order for polygons to counter-clockwise (default).
</p>
<h2>Shadow Types</h2>
<code>
THREE.BasicShadowMap
THREE.PCFShadowMap
THREE.PCFSoftShadowMap
THREE.VSMShadowMap
</code>
<p>
These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.<br />
[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
</p>
<h2>Tone Mapping</h2>
<code>
THREE.NoToneMapping
THREE.LinearToneMapping
THREE.ReinhardToneMapping
THREE.Uncharted2ToneMapping
THREE.CineonToneMapping
THREE.ACESFilmicToneMapping
</code>
<p>
These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
This is used to approximate the appearance of high dynamic range (HDR) on the
low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
[page:constant NoToneMapping] disables tone mapping.<br />
[page:constant LinearToneMapping] is the default.<br /><br />
See the [example:webgl_tonemapping WebGL / tonemapping] example.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</p>
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