name can be used in order to efficiently render a scene with a
predefined set of cameras. This is an important performance aspect for
rendering VR scenes.
name is a geometry class for a rectangular cuboid with a given width,
height, and depth. On creation, the cuboid is centred on the origin,
with each edge parallel to one of the axes.
A representation of mesh, line, or point geometry. Includes vertex
positions, face indices, normals, colors, UVs, and custom attributes
within buffers, reducing the cost of passing all this data to the GPU.
A light that gets emitted in a specific direction. This light will behave
as though it is infinitely far away and the rays produced from it are all
parallel. The common use case for this is to simulate daylight; the sun is
far enough away that its position can be considered to be infinite, and
all light rays coming from it are parallel.
This class contains the parameters that define exponential squared fog,
which gives a clear view near the camera and a faster than exponentially
densening fog farther from the camera.
This class can only be used in combination with
WebGLRenderer.copyFramebufferToTexture.
final pixelRatio = devicePixelRatio;
final textureSize = 128 * pixelRatio;
A special version of Mesh with instanced rendering support. Use
name if you have to render a large number of objects with the same
geometry and material but with different world transformations. The usage
of name will help you to reduce the number of draw calls and thus
improve the overall rendering performance in your application.
A Layers object assigns an Object3D to 1 or more of 32
layers numbered 0 to 31 - internally the layers are stored as a
bit mask, and by
default all Object3Ds are a member of layer 0.
Light probes are an alternative way of adding light to a 3D scene. Unlike
classical light sources (e.g. directional, point or spot lights), light
probes do not emit light. Instead they store information about light
passing through 3D space. During rendering, the light that hits a 3D
object is approximated by using the data from the light probe.
This class works just like ShaderMaterial, except that definitions
of built-in uniforms and attributes are not automatically prepended to the
GLSL shader code.
This class is designed to assist with
raycasting. Raycasting is
used for mouse picking (working out what objects in the 3d space the mouse
is over) amongst other things.
RectAreaLight emits light uniformly across the face a rectangular plane.
This light type can be used to simulate light sources such as bright
windows or strip lighting.
A material rendered with custom shaders. A shader is a small program
written in
GLSL
that runs on the GPU. You may want to use a custom shader if you need to:
This class generates a Prefiltered, Mipmapped Radiance Environment Map
(PMREM) from a cubeMap environment texture. This allows different levels of
blur to be quickly accessed based on material roughness. It is packed into a
special CubeUV format that allows us to perform custom interpolation so that
we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
chain, it only goes down to the lodMin level (above), and then creates extra
even more filtered 'mips' at the same lodMin resolution, associated with
higher roughness levels. In this way we maintain resolution to smoothly
interpolate diffuse lighting while limiting sampling computation.