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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8">
- <title>Global - Three.js Docs</title>
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <script src="../scripts/highlight.min.js"></script>
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- <link type="text/css" rel="stylesheet" href="../styles/page.css">
- </head>
- <body>
- <h1 translate="no">Global</h1>
- <section>
- <header>
- </header>
- <article>
- <div class="container-overview">
- </div>
- <h2 class="subsection-title">Properties</h2>
- <div class="member">
- <h3 class="name" id="ACESFilmicToneMapping" translate="no">.<a href="#ACESFilmicToneMapping">ACESFilmicToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ACES Filmic tone mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AddEquation" translate="no">.<a href="#AddEquation">AddEquation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A <code>source + destination</code> blending equation.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AddOperation" translate="no">.<a href="#AddOperation">AddOperation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Adds the two colors.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AdditiveAnimationBlendMode" translate="no">.<a href="#AdditiveAnimationBlendMode">AdditiveAnimationBlendMode</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Additive animation blend mode. Can be used to layer motions on top of
- each other to build complex performances from smaller re-usable assets.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AdditiveBlending" translate="no">.<a href="#AdditiveBlending">AdditiveBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents additive blending.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AgXToneMapping" translate="no">.<a href="#AgXToneMapping">AgXToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>AgX tone mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AlphaFormat" translate="no">.<a href="#AlphaFormat">AlphaFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the red, green and blue components and reads just the alpha component.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AlwaysCompare" translate="no">.<a href="#AlwaysCompare">AlwaysCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Always pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AlwaysDepth" translate="no">.<a href="#AlwaysDepth">AlwaysDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Always pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AlwaysStencilFunc" translate="no">.<a href="#AlwaysStencilFunc">AlwaysStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will always return true.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="AnaglyphAlgorithm" translate="no">.<a href="#AnaglyphAlgorithm">AnaglyphAlgorithm</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Anaglyph algorithm types.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>TRUE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>GREY</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>COLOUR</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>HALF_COLOUR</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>DUBOIS</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>OPTIMISED</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>COMPROMISE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="AnaglyphColorMode" translate="no">.<a href="#AnaglyphColorMode">AnaglyphColorMode</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Anaglyph color modes.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>RED_CYAN</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>MAGENTA_CYAN</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>MAGENTA_GREEN</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="AttachedBindMode" translate="no">.<a href="#AttachedBindMode">AttachedBindMode</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The skinned mesh shares the same world space as the skeleton.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="BackSide" translate="no">.<a href="#BackSide">BackSide</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Only back faces are rendered.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="BasicDepthPacking" translate="no">.<a href="#BasicDepthPacking">BasicDepthPacking</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The depth value is inverted (1.0 - z) for visualization purposes.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="BasicShadowMap" translate="no">.<a href="#BasicShadowMap">BasicShadowMap</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Gives unfiltered shadow maps - fastest, but lowest quality.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ByteType" translate="no">.<a href="#ByteType">ByteType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A byte data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CineonToneMapping" translate="no">.<a href="#CineonToneMapping">CineonToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Cineon tone mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ClampToEdgeWrapping" translate="no">.<a href="#ClampToEdgeWrapping">ClampToEdgeWrapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The last pixel of the texture stretches to the edge of the mesh.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="Compatibility" translate="no">.<a href="#Compatibility">Compatibility</a><span class="type-signature"> : Object</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Compatibility flags for features that may not be supported across all platforms.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ConstantAlphaFactor" translate="no">.<a href="#ConstantAlphaFactor">ConstantAlphaFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by a constant alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ConstantColorFactor" translate="no">.<a href="#ConstantColorFactor">ConstantColorFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by a constant color.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CubeReflectionMapping" translate="no">.<a href="#CubeReflectionMapping">CubeReflectionMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reflection mapping for cube textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CubeRefractionMapping" translate="no">.<a href="#CubeRefractionMapping">CubeRefractionMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Refraction mapping for cube textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CubeUVReflectionMapping" translate="no">.<a href="#CubeUVReflectionMapping">CubeUVReflectionMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reflection mapping for PMREM textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CullFaceBack" translate="no">.<a href="#CullFaceBack">CullFaceBack</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Culls back faces.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CullFaceFront" translate="no">.<a href="#CullFaceFront">CullFaceFront</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Culls front faces.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CullFaceFrontBack" translate="no">.<a href="#CullFaceFrontBack">CullFaceFrontBack</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Culls both front and back faces.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CullFaceNone" translate="no">.<a href="#CullFaceNone">CullFaceNone</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Disables face culling.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CustomBlending" translate="no">.<a href="#CustomBlending">CustomBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents custom blending.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="CustomToneMapping" translate="no">.<a href="#CustomToneMapping">CustomToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Custom tone mapping.</p>
- <p>Expects a custom implementation by modifying shader code of the material's fragment shader.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DATA" translate="no">.<a href="#DATA">DATA</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Precomputed DFG LUT for Image-Based Lighting
- Resolution: 16x16
- Samples: 4096 per texel
- Format: RG16F (2 half floats per texel: scale, bias)</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DecrementStencilOp" translate="no">.<a href="#DecrementStencilOp">DecrementStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Decrements the current stencil buffer value. Clamps to <code>0</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DecrementWrapStencilOp" translate="no">.<a href="#DecrementWrapStencilOp">DecrementWrapStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
- unsigned value when decrementing a stencil buffer value of <code>0</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DefaultLoadingManager" translate="no">.<a href="#DefaultLoadingManager">DefaultLoadingManager</a><span class="type-signature"> : <a href="LoadingManager.html">LoadingManager</a></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The global default loading manager.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DepthFormat" translate="no">.<a href="#DepthFormat">DepthFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reads each element as a single depth value, converts it to floating point, and clamps to the range <code>[0,1]</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DepthStencilFormat" translate="no">.<a href="#DepthStencilFormat">DepthStencilFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
- in <code>DepthFormat</code>. The stencil component is interpreted based on the depth + stencil internal format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DetachedBindMode" translate="no">.<a href="#DetachedBindMode">DetachedBindMode</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The skinned mesh does not share the same world space as the skeleton.
- This is useful when a skeleton is shared across multiple skinned meshes.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DoubleSide" translate="no">.<a href="#DoubleSide">DoubleSide</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Both front and back faces are rendered.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DstAlphaFactor" translate="no">.<a href="#DstAlphaFactor">DstAlphaFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by the destination alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DstColorFactor" translate="no">.<a href="#DstColorFactor">DstColorFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by the destination color.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DynamicCopyUsage" translate="no">.<a href="#DynamicCopyUsage">DynamicCopyUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
- as the source for WebGL drawing and image specification commands.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DynamicDrawUsage" translate="no">.<a href="#DynamicDrawUsage">DynamicDrawUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be respecified repeatedly by the application, and
- used many times as the source for drawing and image specification commands.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="DynamicReadUsage" translate="no">.<a href="#DynamicReadUsage">DynamicReadUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
- many times by the application.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ENV_RAY_LENGTH" translate="no">.<a href="#ENV_RAY_LENGTH">ENV_RAY_LENGTH</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Sentinel ray length the SSR pass writes for environment misses (no screen-space hit), set far above
- any real hit distance so a single magnitude test separates misses from hits and survives <code>.max( 0 )</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ENV_RAY_LENGTH_THRESHOLD" translate="no">.<a href="#ENV_RAY_LENGTH_THRESHOLD">ENV_RAY_LENGTH_THRESHOLD</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Classification threshold for <a href="global.html#ENV_RAY_LENGTH">ENV_RAY_LENGTH</a>: above this is an env miss, below a real hit.
- An order of magnitude under the sentinel, robust to fp16 storage and bilinear blending at borders.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="EqualCompare" translate="no">.<a href="#EqualCompare">EqualCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value equals the texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="EqualDepth" translate="no">.<a href="#EqualDepth">EqualDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value equals the depth buffer value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="EqualStencilFunc" translate="no">.<a href="#EqualStencilFunc">EqualStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will return true if the stencil reference value is equal to the current stencil value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="EquirectangularReflectionMapping" translate="no">.<a href="#EquirectangularReflectionMapping">EquirectangularReflectionMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reflection mapping for equirectangular textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="EquirectangularRefractionMapping" translate="no">.<a href="#EquirectangularRefractionMapping">EquirectangularRefractionMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Refraction mapping for equirectangular textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="F_Schlick" translate="no">.<a href="#F_Schlick">F_Schlick</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Fresnel reflectance for the Schlick approximation.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="FloatType" translate="no">.<a href="#FloatType">FloatType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A float data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="FrontSide" translate="no">.<a href="#FrontSide">FrontSide</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Only front faces are rendered.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GLSL1" translate="no">.<a href="#GLSL1">GLSL1</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>GLSL 1 shader code.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GLSL3" translate="no">.<a href="#GLSL3">GLSL3</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>GLSL 3 shader code.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GreaterCompare" translate="no">.<a href="#GreaterCompare">GreaterCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is greater than the texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GreaterDepth" translate="no">.<a href="#GreaterDepth">GreaterDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is greater than the depth buffer value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GreaterEqualCompare" translate="no">.<a href="#GreaterEqualCompare">GreaterEqualCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is greater than or equal to the texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GreaterEqualDepth" translate="no">.<a href="#GreaterEqualDepth">GreaterEqualDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is greater than or equal to the depth buffer value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GreaterEqualStencilFunc" translate="no">.<a href="#GreaterEqualStencilFunc">GreaterEqualStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will return true if the stencil reference value is greater than or equal to the current stencil value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="GreaterStencilFunc" translate="no">.<a href="#GreaterStencilFunc">GreaterStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will return true if the stencil reference value is greater than the current stencil value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="HalfFloatType" translate="no">.<a href="#HalfFloatType">HalfFloatType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A half float data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="IncrementStencilOp" translate="no">.<a href="#IncrementStencilOp">IncrementStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="IncrementWrapStencilOp" translate="no">.<a href="#IncrementWrapStencilOp">IncrementWrapStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
- the maximum representable unsigned value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="IntType" translate="no">.<a href="#IntType">IntType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An int data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InterpolateBezier" translate="no">.<a href="#InterpolateBezier">InterpolateBezier</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Bezier interpolation mode for keyframe tracks.</p>
- <p>Uses cubic Bezier curves with explicit 2D control points.
- Requires tangent data to be set on the track.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InterpolateDiscrete" translate="no">.<a href="#InterpolateDiscrete">InterpolateDiscrete</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discrete interpolation mode for keyframe tracks.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InterpolateLinear" translate="no">.<a href="#InterpolateLinear">InterpolateLinear</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Linear interpolation mode for keyframe tracks.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InterpolateSmooth" translate="no">.<a href="#InterpolateSmooth">InterpolateSmooth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Smooth interpolation mode for keyframe tracks.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InterpolationSamplingMode" translate="no">.<a href="#InterpolationSamplingMode">InterpolationSamplingMode</a><span class="type-signature"> : <a href="global.html#ConstantsInterpolationSamplingMode">ConstantsInterpolationSamplingMode</a></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents the different interpolation sampling modes.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InterpolationSamplingType" translate="no">.<a href="#InterpolationSamplingType">InterpolationSamplingType</a><span class="type-signature"> : <a href="global.html#ConstantsInterpolationSamplingType">ConstantsInterpolationSamplingType</a></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents mouse buttons and interaction types in context of controls.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="InvertStencilOp" translate="no">.<a href="#InvertStencilOp">InvertStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Inverts the current stencil buffer value bitwise.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="KHR_mesh_quantization_ExtraAttrTypes" translate="no">.<a href="#KHR_mesh_quantization_ExtraAttrTypes">KHR_mesh_quantization_ExtraAttrTypes</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The KHR_mesh_quantization extension allows these extra attribute component types</p>
- </div>
- <dl class="details">
- <dt class="tag-see">See:</dt>
- <dd class="tag-see">
- <ul>
- <li><a href="https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md#extending-mesh-attributes" target="_blank" rel="noopener">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md#extending-mesh-attributes</a></li>
- </ul>
- </dd>
- </dl>
- </div>
- <div class="member">
- <h3 class="name" id="KeepStencilOp" translate="no">.<a href="#KeepStencilOp">KeepStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Keeps the current value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LessCompare" translate="no">.<a href="#LessCompare">LessCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is less than the texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LessDepth" translate="no">.<a href="#LessDepth">LessDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is less than the depth buffer value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LessEqualCompare" translate="no">.<a href="#LessEqualCompare">LessEqualCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is less than or equal to the texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LessEqualDepth" translate="no">.<a href="#LessEqualDepth">LessEqualDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is less than or equal to the depth buffer value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LessEqualStencilFunc" translate="no">.<a href="#LessEqualStencilFunc">LessEqualStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will return true if the stencil reference value is less than or equal to the current stencil value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LessStencilFunc" translate="no">.<a href="#LessStencilFunc">LessStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will return true if the stencil reference value is less than the current stencil value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LinearFilter" translate="no">.<a href="#LinearFilter">LinearFilter</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Returns the weighted average of the four texture elements that are closest to the specified
- texture coordinates, and can include items wrapped or repeated from other parts of a texture,
- depending on the values of <code>wrapS</code> and <code>wrapT</code>, and on the exact mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LinearMipmapLinearFilter" translate="no">.<a href="#LinearMipmapLinearFilter">LinearMipmapLinearFilter</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
- the <code>LinearFilter</code> criterion to produce a texture value from each mipmap. The final texture value
- is a weighted average of those two values.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LinearMipmapNearestFilter" translate="no">.<a href="#LinearMipmapNearestFilter">LinearMipmapNearestFilter</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Chooses the mipmap that most closely matches the size of the pixel being textured and uses
- the <code>LinearFilter</code> criterion (a weighted average of the four texels that are closest to the
- center of the pixel) to produce a texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LinearSRGBColorSpace" translate="no">.<a href="#LinearSRGBColorSpace">LinearSRGBColorSpace</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>sRGB-linear color space.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LinearToneMapping" translate="no">.<a href="#LinearToneMapping">LinearToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Linear tone mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LinearTransfer" translate="no">.<a href="#LinearTransfer">LinearTransfer</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Linear transfer function.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LoopOnce" translate="no">.<a href="#LoopOnce">LoopOnce</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Animations are played once.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LoopPingPong" translate="no">.<a href="#LoopPingPong">LoopPingPong</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Animations are played with a chosen number of repetitions, alternately playing forward
- and backward.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="LoopRepeat" translate="no">.<a href="#LoopRepeat">LoopRepeat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Animations are played with a chosen number of repetitions, each time jumping from
- the end of the clip directly to its beginning.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MOUSE" translate="no">.<a href="#MOUSE">MOUSE</a><span class="type-signature"> : <a href="global.html#ConstantsMouse">ConstantsMouse</a></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents mouse buttons and interaction types in context of controls.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MaterialBlending" translate="no">.<a href="#MaterialBlending">MaterialBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents material blending.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MaxEquation" translate="no">.<a href="#MaxEquation">MaxEquation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A blend equation that uses the maximum of source and destination.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MinEquation" translate="no">.<a href="#MinEquation">MinEquation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A blend equation that uses the minimum of source and destination.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MirroredRepeatWrapping" translate="no">.<a href="#MirroredRepeatWrapping">MirroredRepeatWrapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The texture will repeats to infinity, mirroring on each repeat.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MixOperation" translate="no">.<a href="#MixOperation">MixOperation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Uses reflectivity to blend between the two colors.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MultiplyBlending" translate="no">.<a href="#MultiplyBlending">MultiplyBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents multiply blending.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="MultiplyOperation" translate="no">.<a href="#MultiplyOperation">MultiplyOperation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies the environment map color with the surface color.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NearestFilter" translate="no">.<a href="#NearestFilter">NearestFilter</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Returns the value of the texture element that is nearest (in Manhattan distance)
- to the specified texture coordinates.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NearestMipmapLinearFilter" translate="no">.<a href="#NearestMipmapLinearFilter">NearestMipmapLinearFilter</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Chooses the two mipmaps that most closely match the size of the pixel being textured and
- uses the <code>NearestFilter</code> criterion to produce a texture value from each mipmap.
- The final texture value is a weighted average of those two values.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NearestMipmapNearestFilter" translate="no">.<a href="#NearestMipmapNearestFilter">NearestMipmapNearestFilter</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Chooses the mipmap that most closely matches the size of the pixel being textured
- and uses the <code>NearestFilter</code> criterion (the texel nearest to the center of the pixel)
- to produce a texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NeutralToneMapping" translate="no">.<a href="#NeutralToneMapping">NeutralToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Neutral tone mapping.</p>
- <p>Implementation based on the Khronos 3D Commerce Group standard tone mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NeverCompare" translate="no">.<a href="#NeverCompare">NeverCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Never pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NeverDepth" translate="no">.<a href="#NeverDepth">NeverDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Never pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NeverStencilFunc" translate="no">.<a href="#NeverStencilFunc">NeverStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will never return true.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NoBlending" translate="no">.<a href="#NoBlending">NoBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>No blending is performed which effectively disables
- alpha transparency.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NoColorSpace" translate="no">.<a href="#NoColorSpace">NoColorSpace</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>No color space.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NoNormalPacking" translate="no">.<a href="#NoNormalPacking">NoNormalPacking</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>No normal map packing.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NoToneMapping" translate="no">.<a href="#NoToneMapping">NoToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>No tone mapping is applied.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NodeAccess" translate="no">.<a href="#NodeAccess">NodeAccess</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Access types of a node. These are relevant for compute and storage usage.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>READ_ONLY</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Read-only access</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>WRITE_ONLY</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Write-only access.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>READ_WRITE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Read and write access.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="NodeShaderStage" translate="no">.<a href="#NodeShaderStage">NodeShaderStage</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Possible shader stages.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>VERTEX</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>The vertex shader stage.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>FRAGMENT</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>The fragment shader stage.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="NodeType" translate="no">.<a href="#NodeType">NodeType</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Data types of a node.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>BOOLEAN</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Boolean type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>INTEGER</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Integer type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>FLOAT</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Float type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>VECTOR2</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Two-dimensional vector type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>VECTOR3</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Three-dimensional vector type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>VECTOR4</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Four-dimensional vector type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>MATRIX2</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>2x2 matrix type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>MATRIX3</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>3x3 matrix type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>MATRIX4</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>4x4 matrix type.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="NodeUpdateType" translate="no">.<a href="#NodeUpdateType">NodeUpdateType</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Update types of a node.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>NONE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>The update method is not executed.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>FRAME</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>The update method is executed per frame.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>RENDER</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>The update method is executed per render. A frame might be produced by multiple render calls so this value allows more detailed updates than FRAME.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>OBJECT</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>The update method is executed per <a href="Object3D.html">Object3D</a> that uses the node for rendering.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="NormalAnimationBlendMode" translate="no">.<a href="#NormalAnimationBlendMode">NormalAnimationBlendMode</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Default animation blend mode.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NormalBlending" translate="no">.<a href="#NormalBlending">NormalBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The default blending.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NormalGAPacking" translate="no">.<a href="#NormalGAPacking">NormalGAPacking</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Normal GA packing.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NormalRGPacking" translate="no">.<a href="#NormalRGPacking">NormalRGPacking</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Normal RG packing.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NotEqualCompare" translate="no">.<a href="#NotEqualCompare">NotEqualCompare</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is not equal to the texture value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NotEqualDepth" translate="no">.<a href="#NotEqualDepth">NotEqualDepth</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Pass if the incoming value is not equal to the depth buffer value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="NotEqualStencilFunc" translate="no">.<a href="#NotEqualStencilFunc">NotEqualStencilFunc</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Will return true if the stencil reference value is not equal to the current stencil value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ObjectSpaceNormalMap" translate="no">.<a href="#ObjectSpaceNormalMap">ObjectSpaceNormalMap</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Normal information is relative to the object orientation.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OnBeforeFrameUpdate" translate="no">.<a href="#OnBeforeFrameUpdate">OnBeforeFrameUpdate</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Creates an event that triggers a function before every frame.</p>
- <p>The event will be bound to the declared TSL function <code>Fn()</code>; it must be declared within a <code>Fn()</code> or the JS function call must be inherited from one.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OnBeforeMaterialUpdate" translate="no">.<a href="#OnBeforeMaterialUpdate">OnBeforeMaterialUpdate</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Creates an event that triggers a function before the material is updated.</p>
- <p>The event will be bound to the declared TSL function <code>Fn()</code>; it must be declared within a <code>Fn()</code> or the JS function call must be inherited from one.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OnBeforeObjectUpdate" translate="no">.<a href="#OnBeforeObjectUpdate">OnBeforeObjectUpdate</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Creates an event that triggers a function before an object (Mesh|Sprite) is updated.</p>
- <p>The event will be bound to the declared TSL function <code>Fn()</code>; it must be declared within a <code>Fn()</code> or the JS function call must be inherited from one.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OnFrameUpdate" translate="no">.<a href="#OnFrameUpdate">OnFrameUpdate</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Creates an event that triggers a function every frame.</p>
- <p>The event will be bound to the declared TSL function <code>Fn()</code>; it must be declared within a <code>Fn()</code> or the JS function call must be inherited from one.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OnMaterialUpdate" translate="no">.<a href="#OnMaterialUpdate">OnMaterialUpdate</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Creates an event that triggers a function when the first object that uses the material is rendered.</p>
- <p>The event will be bound to the declared TSL function <code>Fn()</code>; it must be declared within a <code>Fn()</code> or the JS function call must be inherited from one.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OnObjectUpdate" translate="no">.<a href="#OnObjectUpdate">OnObjectUpdate</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Creates an event that triggers a function every time an object (Mesh|Sprite) is rendered.</p>
- <p>The event will be bound to the declared TSL function <code>Fn()</code>; it must be declared within a <code>Fn()</code> or the JS function call must be inherited from one.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneFactor" translate="no">.<a href="#OneFactor">OneFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by <code>1</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneMinusConstantAlphaFactor" translate="no">.<a href="#OneMinusConstantAlphaFactor">OneMinusConstantAlphaFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by 1 minus a constant alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneMinusConstantColorFactor" translate="no">.<a href="#OneMinusConstantColorFactor">OneMinusConstantColorFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by <code>1</code> minus a constant color.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneMinusDstAlphaFactor" translate="no">.<a href="#OneMinusDstAlphaFactor">OneMinusDstAlphaFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by <code>1</code> minus the destination alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneMinusDstColorFactor" translate="no">.<a href="#OneMinusDstColorFactor">OneMinusDstColorFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by <code>1</code> minus each destination color.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneMinusSrcAlphaFactor" translate="no">.<a href="#OneMinusSrcAlphaFactor">OneMinusSrcAlphaFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by 1 minus the source alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="OneMinusSrcColorFactor" translate="no">.<a href="#OneMinusSrcColorFactor">OneMinusSrcColorFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by <code>1</code> minus each source color.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="PCFShadowMap" translate="no">.<a href="#PCFShadowMap">PCFShadowMap</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="PCFSoftShadowMap" translate="no">.<a href="#PCFSoftShadowMap">PCFSoftShadowMap</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
- better soft shadows especially when using low-resolution shadow maps.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="R11_EAC_Format" translate="no">.<a href="#R11_EAC_Format">R11_EAC_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>EAC R11 UNORM format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RED_GREEN_RGTC2_Format" translate="no">.<a href="#RED_GREEN_RGTC2_Format">RED_GREEN_RGTC2_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>RGTC2 Red Green format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RED_RGTC1_Format" translate="no">.<a href="#RED_RGTC1_Format">RED_RGTC1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>RGTC1 Red format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RG11_EAC_Format" translate="no">.<a href="#RG11_EAC_Format">RG11_EAC_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>EAC RG11 UNORM format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBADepthPacking" translate="no">.<a href="#RGBADepthPacking">RGBADepthPacking</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The depth value is packed into 32 bit RGBA.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBAFormat" translate="no">.<a href="#RGBAFormat">RGBAFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reads the red, green, blue and alpha components.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBAIntegerFormat" translate="no">.<a href="#RGBAIntegerFormat">RGBAIntegerFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_10x10_Format" translate="no">.<a href="#RGBA_ASTC_10x10_Format">RGBA_ASTC_10x10_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 10x10 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_10x5_Format" translate="no">.<a href="#RGBA_ASTC_10x5_Format">RGBA_ASTC_10x5_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 10x5 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_10x6_Format" translate="no">.<a href="#RGBA_ASTC_10x6_Format">RGBA_ASTC_10x6_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 10x6 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_10x8_Format" translate="no">.<a href="#RGBA_ASTC_10x8_Format">RGBA_ASTC_10x8_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 10x8 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_12x10_Format" translate="no">.<a href="#RGBA_ASTC_12x10_Format">RGBA_ASTC_12x10_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 12x10 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_12x12_Format" translate="no">.<a href="#RGBA_ASTC_12x12_Format">RGBA_ASTC_12x12_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 12x12 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_4x4_Format" translate="no">.<a href="#RGBA_ASTC_4x4_Format">RGBA_ASTC_4x4_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 4x4 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_5x4_Format" translate="no">.<a href="#RGBA_ASTC_5x4_Format">RGBA_ASTC_5x4_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 5x4 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_5x5_Format" translate="no">.<a href="#RGBA_ASTC_5x5_Format">RGBA_ASTC_5x5_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 5x5 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_6x5_Format" translate="no">.<a href="#RGBA_ASTC_6x5_Format">RGBA_ASTC_6x5_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 6x5 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_6x6_Format" translate="no">.<a href="#RGBA_ASTC_6x6_Format">RGBA_ASTC_6x6_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 6x6 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_8x5_Format" translate="no">.<a href="#RGBA_ASTC_8x5_Format">RGBA_ASTC_8x5_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 8x5 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_8x6_Format" translate="no">.<a href="#RGBA_ASTC_8x6_Format">RGBA_ASTC_8x6_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 8x6 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ASTC_8x8_Format" translate="no">.<a href="#RGBA_ASTC_8x8_Format">RGBA_ASTC_8x8_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ASTC RGBA 8x8 format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_BPTC_Format" translate="no">.<a href="#RGBA_BPTC_Format">RGBA_BPTC_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>BPTC RGBA format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_ETC2_EAC_Format" translate="no">.<a href="#RGBA_ETC2_EAC_Format">RGBA_ETC2_EAC_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ETC2 RGBA format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_PVRTC_2BPPV1_Format" translate="no">.<a href="#RGBA_PVRTC_2BPPV1_Format">RGBA_PVRTC_2BPPV1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_PVRTC_4BPPV1_Format" translate="no">.<a href="#RGBA_PVRTC_4BPPV1_Format">RGBA_PVRTC_4BPPV1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_S3TC_DXT1_Format" translate="no">.<a href="#RGBA_S3TC_DXT1_Format">RGBA_S3TC_DXT1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A DXT1-compressed image in an RGB image format with a simple on/off alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_S3TC_DXT3_Format" translate="no">.<a href="#RGBA_S3TC_DXT3_Format">RGBA_S3TC_DXT3_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBA_S3TC_DXT5_Format" translate="no">.<a href="#RGBA_S3TC_DXT5_Format">RGBA_S3TC_DXT5_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
- compression in how the alpha compression is done.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBDepthPacking" translate="no">.<a href="#RGBDepthPacking">RGBDepthPacking</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The depth value is packed into 24 bit RGB.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBFormat" translate="no">.<a href="#RGBFormat">RGBFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the alpha component and reads the red, green and blue component.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGBIntegerFormat" translate="no">.<a href="#RGBIntegerFormat">RGBIntegerFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_BPTC_SIGNED_Format" translate="no">.<a href="#RGB_BPTC_SIGNED_Format">RGB_BPTC_SIGNED_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>BPTC Signed RGB format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_BPTC_UNSIGNED_Format" translate="no">.<a href="#RGB_BPTC_UNSIGNED_Format">RGB_BPTC_UNSIGNED_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>BPTC Unsigned RGB format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_ETC1_Format" translate="no">.<a href="#RGB_ETC1_Format">RGB_ETC1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ETC1 RGB format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_ETC2_Format" translate="no">.<a href="#RGB_ETC2_Format">RGB_ETC2_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>ETC2 RGB format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_PVRTC_2BPPV1_Format" translate="no">.<a href="#RGB_PVRTC_2BPPV1_Format">RGB_PVRTC_2BPPV1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_PVRTC_4BPPV1_Format" translate="no">.<a href="#RGB_PVRTC_4BPPV1_Format">RGB_PVRTC_4BPPV1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGB_S3TC_DXT1_Format" translate="no">.<a href="#RGB_S3TC_DXT1_Format">RGB_S3TC_DXT1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A DXT1-compressed image in an RGB image format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGDepthPacking" translate="no">.<a href="#RGDepthPacking">RGDepthPacking</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The depth value is packed into 16 bit RG.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGFormat" translate="no">.<a href="#RGFormat">RGFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the alpha, and blue components and reads the red, and green components.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RGIntegerFormat" translate="no">.<a href="#RGIntegerFormat">RGIntegerFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RedFormat" translate="no">.<a href="#RedFormat">RedFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the green, blue and alpha components and reads just the red component.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RedIntegerFormat" translate="no">.<a href="#RedIntegerFormat">RedIntegerFormat</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ReinhardToneMapping" translate="no">.<a href="#ReinhardToneMapping">ReinhardToneMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Reinhard tone mapping.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="RepeatWrapping" translate="no">.<a href="#RepeatWrapping">RepeatWrapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The texture will simply repeat to infinity.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ReplaceStencilOp" translate="no">.<a href="#ReplaceStencilOp">ReplaceStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Sets the stencil buffer value to the specified reference value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ReverseSubtractEquation" translate="no">.<a href="#ReverseSubtractEquation">ReverseSubtractEquation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A <code>destination - source</code> blending equation.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SIGNED_R11_EAC_Format" translate="no">.<a href="#SIGNED_R11_EAC_Format">SIGNED_R11_EAC_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>EAC R11 SNORM format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SIGNED_RED_GREEN_RGTC2_Format" translate="no">.<a href="#SIGNED_RED_GREEN_RGTC2_Format">SIGNED_RED_GREEN_RGTC2_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>RGTC2 Signed Red Green format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SIGNED_RED_RGTC1_Format" translate="no">.<a href="#SIGNED_RED_RGTC1_Format">SIGNED_RED_RGTC1_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>RGTC1 Signed Red format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SIGNED_RG11_EAC_Format" translate="no">.<a href="#SIGNED_RG11_EAC_Format">SIGNED_RG11_EAC_Format</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>EAC RG11 SNORM format.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SRGBColorSpace" translate="no">.<a href="#SRGBColorSpace">SRGBColorSpace</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>sRGB color space.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SRGBTransfer" translate="no">.<a href="#SRGBTransfer">SRGBTransfer</a><span class="type-signature"> : string</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>sRGB transfer function.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SRGB_TO_LINEAR" translate="no">.<a href="#SRGB_TO_LINEAR">SRGB_TO_LINEAR</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>UltraHDR Image Format - https://developer.android.com/media/platform/hdr-image-format</p>
- <p>Short format brief:</p>
- <p>[JPEG headers]
- [Metadata describing the MPF container and both SDR and gainmap images]</p>
- <ul>
- <li>XMP metadata (legacy format)</li>
- <li>ISO 21496-1 metadata (current standard)
- [Optional metadata] [EXIF] [ICC Profile]
- [SDR image]
- [Gainmap image with metadata]</li>
- </ul>
- <p>Each section is separated by a 0xFFXX byte followed by a descriptor byte (0xFFE0, 0xFFE1, 0xFFE2.)
- Binary image storages are prefixed with a unique 0xFFD8 16-bit descriptor.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ShortType" translate="no">.<a href="#ShortType">ShortType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A short data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SrcAlphaFactor" translate="no">.<a href="#SrcAlphaFactor">SrcAlphaFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by the source alpha value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SrcAlphaSaturateFactor" translate="no">.<a href="#SrcAlphaSaturateFactor">SrcAlphaSaturateFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies the RGB colors by the smaller of either the source alpha
- value or the value of <code>1</code> minus the destination alpha value. The alpha
- value is multiplied by <code>1</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SrcColorFactor" translate="no">.<a href="#SrcColorFactor">SrcColorFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by the source colors.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="StaticCopyUsage" translate="no">.<a href="#StaticCopyUsage">StaticCopyUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be specified once by reading data from the 3D API, and used many times as
- the source for WebGL drawing and image specification commands.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="StaticDrawUsage" translate="no">.<a href="#StaticDrawUsage">StaticDrawUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be specified once by the application, and used many
- times as the source for drawing and image specification commands.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="StaticReadUsage" translate="no">.<a href="#StaticReadUsage">StaticReadUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be specified once by reading data from the 3D API, and queried
- many times by the application.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="StreamCopyUsage" translate="no">.<a href="#StreamCopyUsage">StreamCopyUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
- as the source for WebGL drawing and image specification commands.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="StreamDrawUsage" translate="no">.<a href="#StreamDrawUsage">StreamDrawUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be specified once by the application, and used at most
- a few times as the source for drawing and image specification commands.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="StreamReadUsage" translate="no">.<a href="#StreamReadUsage">StreamReadUsage</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The contents are intended to be specified once by reading data from the 3D API, and queried at most
- a few times by the application</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SubtractEquation" translate="no">.<a href="#SubtractEquation">SubtractEquation</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A <code>source - destination</code> blending equation.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="SubtractiveBlending" translate="no">.<a href="#SubtractiveBlending">SubtractiveBlending</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents subtractive blending.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="TOUCH" translate="no">.<a href="#TOUCH">TOUCH</a><span class="type-signature"> : <a href="global.html#ConstantsTouch">ConstantsTouch</a></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents touch interaction types in context of controls.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="TangentSpaceNormalMap" translate="no">.<a href="#TangentSpaceNormalMap">TangentSpaceNormalMap</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Normal information is relative to the underlying surface.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="TimestampQuery" translate="no">.<a href="#TimestampQuery">TimestampQuery</a><span class="type-signature"> : <a href="global.html#ConstantsTimestampQuery">ConstantsTimestampQuery</a></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Represents the different timestamp query types.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="TriangleFanDrawMode" translate="no">.<a href="#TriangleFanDrawMode">TriangleFanDrawMode</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>For each vertex draw a triangle from the first vertex and the last two vertices.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="TriangleStripDrawMode" translate="no">.<a href="#TriangleStripDrawMode">TriangleStripDrawMode</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>For each vertex draw a triangle from the last three vertices.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="TrianglesDrawMode" translate="no">.<a href="#TrianglesDrawMode">TrianglesDrawMode</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>For every three vertices draw a single triangle.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UVMapping" translate="no">.<a href="#UVMapping">UVMapping</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Maps textures using the geometry's UV coordinates.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedByteType" translate="no">.<a href="#UnsignedByteType">UnsignedByteType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned byte data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedInt101111Type" translate="no">.<a href="#UnsignedInt101111Type">UnsignedInt101111Type</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned int 10_11_11 (packed) data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedInt248Type" translate="no">.<a href="#UnsignedInt248Type">UnsignedInt248Type</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned int 24_8 data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedInt5999Type" translate="no">.<a href="#UnsignedInt5999Type">UnsignedInt5999Type</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned int 5_9_9_9 (packed) data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedIntType" translate="no">.<a href="#UnsignedIntType">UnsignedIntType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned int data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedShort4444Type" translate="no">.<a href="#UnsignedShort4444Type">UnsignedShort4444Type</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned short 4_4_4_4 (packed) data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedShort5551Type" translate="no">.<a href="#UnsignedShort5551Type">UnsignedShort5551Type</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned short 5_5_5_1 (packed) data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="UnsignedShortType" translate="no">.<a href="#UnsignedShortType">UnsignedShortType</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>An unsigned short data type for textures.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="VK_FORMAT_MAP" translate="no">.<a href="#VK_FORMAT_MAP">VK_FORMAT_MAP</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>References:</p>
- <ul>
- <li>https://github.khronos.org/KTX-Specification/ktxspec.v2.html</li>
- <li>https://registry.khronos.org/DataFormat/specs/1.3/dataformat.1.3.html</li>
- <li>https://github.com/donmccurdy/KTX-Parse</li>
- </ul>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="VSMShadowMap" translate="no">.<a href="#VSMShadowMap">VSMShadowMap</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
- When using VSMShadowMap all shadow receivers will also cast shadows.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="WebGLCoordinateSystem" translate="no">.<a href="#WebGLCoordinateSystem">WebGLCoordinateSystem</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>WebGL coordinate system.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="WebGPUCoordinateSystem" translate="no">.<a href="#WebGPUCoordinateSystem">WebGPUCoordinateSystem</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>WebGPU coordinate system.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="WrapAroundEnding" translate="no">.<a href="#WrapAroundEnding">WrapAroundEnding</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Wrap around ending for animations.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ZeroCurvatureEnding" translate="no">.<a href="#ZeroCurvatureEnding">ZeroCurvatureEnding</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Zero curvature ending for animations.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ZeroFactor" translate="no">.<a href="#ZeroFactor">ZeroFactor</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Multiplies all colors by <code>0</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ZeroSlopeEnding" translate="no">.<a href="#ZeroSlopeEnding">ZeroSlopeEnding</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Zero slope ending for animations.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ZeroStencilOp" translate="no">.<a href="#ZeroStencilOp">ZeroStencilOp</a><span class="type-signature"> : number</span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Sets the stencil buffer value to <code>0</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="batchColor" translate="no">.<a href="#batchColor">batchColor</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.<vec4></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>TSL object representing a varying property for the batching color vector.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="buildingPalette" translate="no">.<a href="#buildingPalette">buildingPalette</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>The NYC masonry palette every tower is dressed from ( hex colours ): limestone-dominant
- with terracotta accents. Shared by the single-tower example and <a href="CityGenerator.html">CityGenerator</a>'s
- building material so both stay in sync.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="closestLineToLine" translate="no">.<a href="#closestLineToLine">closestLineToLine</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Calculates the closest points on two 3D lines.
- Used for perspective-correct line rendering and coordinates interpolation.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="depthAwareBlend" translate="no">.<a href="#depthAwareBlend">depthAwareBlend</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Performs a depth-aware blend between a base scene and a secondary effect (like godrays).
- This function uses a Poisson disk sampling pattern to detect depth discontinuities
- in the neighborhood of the current pixel. If an edge is detected, it shifts the
- sampling coordinate for the blend node away from the edge to prevent light leaking/haloing.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="disposeShadowMaterial" translate="no">.<a href="#disposeShadowMaterial">disposeShadowMaterial</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Disposes the shadow material for the given light source.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="equirectUvToDir" translate="no">.<a href="#equirectUvToDir">equirectUvToDir</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Equirectangular direction / UV / PDF helpers and MIS weighting shared by environment sampling code.
- Env-miss MIS integration lives in <a href="ImportanceSampledEnvironment.html">ImportanceSampledEnvironment</a>.</p>
- <p>Equirectangular parameterization helpers used with CDF importance sampling are adapted from
- <a href="https://github.com/gkjohnson/three-gpu-pathtracer" target="_blank" rel="noopener">three-gpu-pathtracer</a>.</p>
- </div>
- <dl class="details">
- <dt class="tag-see">See:</dt>
- <dd class="tag-see">
- <ul>
- <li><a href="https://github.com/gkjohnson/three-gpu-pathtracer" target="_blank" rel="noopener">https://github.com/gkjohnson/three-gpu-pathtracer</a></li>
- </ul>
- </dd>
- </dl>
- </div>
- <div class="member">
- <h3 class="name" id="getBatchingColor" translate="no">.<a href="#getBatchingColor">getBatchingColor</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>TSL function that retrieves the batching color for a given instance ID from a colors texture.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="getIndirectIndex" translate="no">.<a href="#getIndirectIndex">getIndirectIndex</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>TSL function that retrieves the indirect index for a given batch ID.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="getMorph" translate="no">.<a href="#getMorph">getMorph</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>TSL function that retrieves and scales the morphed attribute (position or normal) texel value.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="getSpecularDominantFactor" translate="no">.<a href="#getSpecularDominantFactor">getSpecularDominantFactor</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Specular dominant factor for parallax-corrected ray length.
- From REBLUR: A Hierarchical Recurrent Denoiser (NRD).</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ggxReflectionSample" translate="no">.<a href="#ggxReflectionSample">ggxReflectionSample</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Importance-samples the GGX/VNDF specular lobe for one pixel and returns the reflected
- ray direction plus the Monte-Carlo weight to apply to the gathered radiance, along with
- the GGX terms the SSR env-miss MIS fallback needs.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ggxReflectionStruct" translate="no">.<a href="#ggxReflectionStruct">ggxReflectionStruct</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Everything a single GGX reflection sample produces. <code>reflectDir</code> and <code>sampleWeight</code>
- drive the SSR ray-march and compositing; <code>pdf</code>, <code>NdotV</code>, <code>alpha</code> and <code>f0</code> are the GGX
- terms the env-miss MIS fallback needs so the caller never re-derives microfacet math.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="instanceColor" translate="no">.<a href="#instanceColor">instanceColor</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.<vec3></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>TSL object representing a varying property for the instanced color vector.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="lineDistance" translate="no">.<a href="#lineDistance">lineDistance</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.<float></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Varying node representing the accumulated distance along the line.
- Crucial for correctly computing dashed line intervals in fragment stage.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="outgoingLight" translate="no">.<a href="#outgoingLight">outgoingLight</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A node representing the outgoing light.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="temporalReproject" translate="no">.<a href="#temporalReproject">temporalReproject</a> <span class="type-signature">(constant) </span></h3>
- </div>
- <div class="member">
- <h3 class="name" id="totalDiffuse" translate="no">.<a href="#totalDiffuse">totalDiffuse</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A node representing the total diffuse light.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="totalSpecular" translate="no">.<a href="#totalSpecular">totalSpecular</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>A node representing the total specular light.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="trimSegmentAlpha" translate="no">.<a href="#trimSegmentAlpha">trimSegmentAlpha</a> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Trims the line segment to avoid rendering behind the camera near plane.
- Computes an interpolation factor (alpha) to clamp the segment's coordinate.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="viewportResolution" translate="no">.<a href="#viewportResolution">viewportResolution</a> <span class="type-signature">(constant) </span></h3>
- <dl class="details">
- <dt class="important tag-deprecated"><strong>Deprecated:</strong> since r169. Use <a href="TSL.html#screenSize">screenSize</a> instead.</dt>
- </dl>
- </div>
- <div class="member">
- <h3 class="name" id="worldEnd" translate="no">.<a href="#worldEnd">worldEnd</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.<vec3></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Varying node representing the world position of the segment end in view space.
- Used for distance and coordinate calculations across the fragment shader.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="worldPos" translate="no">.<a href="#worldPos">worldPos</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.<vec4></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Varying node representing the interpolated world/view position of the current fragment.
- Used for line/ray distance checks under perspective projection.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="worldStart" translate="no">.<a href="#worldStart">worldStart</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.<vec3></span> <span class="type-signature">(constant) </span></h3>
- <div class="description">
- <p>Varying node representing the world position of the segment start in view space.
- Used for distance and coordinate calculations across the fragment shader.</p>
- </div>
- </div>
- <h2 class="subsection-title">Methods</h2>
- <h3 class="name name-method" id="BasicShadowFilter" translate="no">.<a href="#BasicShadowFilter">BasicShadowFilter</a><span class="signature">( inputs : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="method">
- <div class="description">
- <p>A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
- with a binary <code>[0,1]</code> result.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">inputs</strong>
- </td>
- <td class="description last">
- <p>The input parameter object.</p>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">depthTexture</strong>
- </td>
- <td class="description last">
- <p>A reference to the shadow map's texture data.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadowCoord</strong>
- </td>
- <td class="description last">
- <p>The shadow coordinates.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The filtering result.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="PCFShadowFilter" translate="no">.<a href="#PCFShadowFilter">PCFShadowFilter</a><span class="signature">( inputs : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="method">
- <div class="description">
- <p>A shadow filtering function performing PCF filtering with Vogel disk sampling and IGN.</p>
- <p>Uses 5 samples distributed via Vogel disk pattern, rotated per-pixel using Interleaved
- Gradient Noise (IGN) to break up banding artifacts. Combined with hardware PCF (4-tap
- filtering per sample), this effectively provides 20 filtered taps with better distribution.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">inputs</strong>
- </td>
- <td class="description last">
- <p>The input parameter object.</p>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">depthTexture</strong>
- </td>
- <td class="description last">
- <p>A reference to the shadow map's texture data.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadowCoord</strong>
- </td>
- <td class="description last">
- <p>The shadow coordinates.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadow</strong>
- </td>
- <td class="description last">
- <p>The light shadow.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The filtering result.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="PCFSoftShadowFilter" translate="no">.<a href="#PCFSoftShadowFilter">PCFSoftShadowFilter</a><span class="signature">( inputs : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="method">
- <div class="description">
- <p>A shadow filtering function performing PCF soft filtering.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">inputs</strong>
- </td>
- <td class="description last">
- <p>The input parameter object.</p>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">depthTexture</strong>
- </td>
- <td class="description last">
- <p>A reference to the shadow map's texture data.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadowCoord</strong>
- </td>
- <td class="description last">
- <p>The shadow coordinates.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadow</strong>
- </td>
- <td class="description last">
- <p>The light shadow.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The filtering result.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="PointShadowFilter" translate="no">.<a href="#PointShadowFilter">PointShadowFilter</a><span class="signature">( inputs : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="method">
- <div class="description">
- <p>A shadow filtering function for point lights using Vogel disk sampling and IGN.</p>
- <p>Uses 5 samples distributed via Vogel disk pattern in tangent space around the
- sample direction, rotated per-pixel using Interleaved Gradient Noise (IGN).</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">inputs</strong>
- </td>
- <td class="description last">
- <p>The input parameter object.</p>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">depthTexture</strong>
- </td>
- <td class="description last">
- <p>A reference to the shadow cube map.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bd3D</strong>
- </td>
- <td class="description last">
- <p>The normalized direction from light to fragment.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">dp</strong>
- </td>
- <td class="description last">
- <p>The depth value to compare against.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadow</strong>
- </td>
- <td class="description last">
- <p>The light shadow.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The filtering result.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="Stack" translate="no">.<a href="#Stack">Stack</a><span class="signature">( node : <span class="param-type"><a href="Node.html">Node</a></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Add the given node to the current stack.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">node</strong>
- </td>
- <td class="description last">
- <p>The node to add.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The node that was added to the stack.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="VSMShadowFilter" translate="no">.<a href="#VSMShadowFilter">VSMShadowFilter</a><span class="signature">( inputs : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="method">
- <div class="description">
- <p>A shadow filtering function performing VSM filtering.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">inputs</strong>
- </td>
- <td class="description last">
- <p>The input parameter object.</p>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">depthTexture</strong>
- </td>
- <td class="description last">
- <p>A reference to the shadow map's texture data.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">shadowCoord</strong>
- </td>
- <td class="description last">
- <p>The shadow coordinates.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The filtering result.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="addArcade" translate="no">.<a href="#addArcade">addArcade</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>The base storey: a wall pierced by tall pointed-arch openings, extruded with
- thickness so the openings read as deep recesses.</p>
- </div>
- </div>
- <h3 class="name name-method" id="addCornice" translate="no">.<a href="#addCornice">addCornice</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>A two-step projecting cornice / string-course band wrapping a face.</p>
- </div>
- </div>
- <h3 class="name name-method" id="addParapet" translate="no">.<a href="#addParapet">addParapet</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>A low parapet wall capping the crown.</p>
- </div>
- </div>
- <h3 class="name name-method" id="addSpandrelBands" translate="no">.<a href="#addSpandrelBands">addSpandrelBands</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Horizontal terracotta bands at every floor line. Together with the projecting
- piers they form the facade grid; the gaps between them are the window
- openings, with glass set behind.</p>
- </div>
- </div>
- <h3 class="name name-method" id="bakeGroups" translate="no">.<a href="#bakeGroups">bakeGroups</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Bakes a list of instance groups into one non-indexed BufferGeometry. Each group is a
- base geometry ( position + normal + uv ), an array of Matrix4 placements and a <code>partId</code>
- written to a per-vertex attribute. Transforming straight into preallocated typed arrays
- avoids mergeGeometries' per-instance allocations; the result is one geometry, ready for
- a single draw call and the compute rasterizer.</p>
- </div>
- </div>
- <h3 class="name name-method" id="bilinearHistoryTap" translate="no">.<a href="#bilinearHistoryTap">bilinearHistoryTap</a><span class="signature">( ctx : <span class="param-type">Object</span>, tapOffset : <span class="param-type"><a href="Node.html">Node</a>.<ivec2></span>, bilinearWeight : <span class="param-type"><a href="Node.html">Node</a>.<float></span> )</span> </h3>
- <div class="method">
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">ctx</strong>
- </td>
- <td class="description last">
- <p>Shared <a href="TSL.html#sampleBilinearTap">sampleBilinearTap</a> inputs plus <code>reprojICoord</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">tapOffset</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bilinearWeight</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="bindAnalyticNoise" translate="no">.<a href="#bindAnalyticNoise">bindAnalyticNoise</a><span class="signature">( resolution : <span class="param-type"><a href="UniformNode.html">UniformNode</a>.<<a href="Vector2.html">Vector2</a>></span>, seed : <span class="param-type">number</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a TSL function that samples texture-free analytic R² noise.
- Index 0 uses continuous screen pixels; other indices tile-shift with an R²
- sequence into a 64×64 period. Values are four independent R² dimensions
- hashed from the sample coordinates.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">resolution</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">seed</strong>
- </td>
- <td class="description last">
- <p>Added to the coordinate hash so each pass gets an independent R² phase.</p>
- <p>Default is <code>0</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="bindTemporalCameraUniforms" translate="no">.<a href="#bindTemporalCameraUniforms">bindTemporalCameraUniforms</a><span class="signature">( camera : <span class="param-type"><a href="Camera.html">Camera</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Current and previous-frame camera matrices for temporal reprojection passes.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">camera</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="buildData3DTexture" translate="no">.<a href="#buildData3DTexture">buildData3DTexture</a><span class="signature">( chunk : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Data3DTexture.html">Data3DTexture</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Builds a 3D texture from a VOX chunk.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">chunk</strong>
- </td>
- <td class="description last">
- <p>A VOX chunk loaded via <a href="VOXLoader.html">VOXLoader</a>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The generated 3D texture.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="buildFaces" translate="no">.<a href="#buildFaces">buildFaces</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Builds a face frame per footprint edge. Each frame is an orthonormal basis
- ( u along the edge, v up, n outward ) plus an origin and length, so all
- facade layout can happen in flat ( u, v ) space and bake to world with one
- matrix — the same authored piece then instances onto every face, including
- the diagonal chamfer.</p>
- </div>
- </div>
- <h3 class="name name-method" id="buildFootprint" translate="no">.<a href="#buildFootprint">buildFootprint</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>A rectangle (centred at the origin in the XZ plane) with one corner cut at
- 45 degrees, returned as an ordered list of <code>Vector2( x, z )</code>. <code>cornerX</code> /
- <code>cornerZ</code> ( each ±1 ) pick which corner is cut, so the chamfer can be aimed
- outward to a block corner.</p>
- </div>
- </div>
- <h3 class="name name-method" id="buildMesh" translate="no">.<a href="#buildMesh">buildMesh</a><span class="signature">( chunk : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Mesh.html">Mesh</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Builds a mesh from a VOX chunk.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">chunk</strong>
- </td>
- <td class="description last">
- <p>A VOX chunk loaded via <a href="VOXLoader.html">VOXLoader</a>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The generated mesh.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="ceilPowerOfTwo" translate="no">.<a href="#ceilPowerOfTwo">ceilPowerOfTwo</a><span class="signature">( value : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the smallest power of two that is greater than or equal to the given number.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>The value to find a POT for. Must be greater than <code>0</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The smallest power of two that is greater than or equal to the given number.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="clamp" translate="no">.<a href="#clamp">clamp</a><span class="signature">( value : <span class="param-type">number</span>, min : <span class="param-type">number</span>, max : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Clamps the given value between min and max.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>The value to clamp.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">min</strong>
- </td>
- <td class="description last">
- <p>The min value.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">max</strong>
- </td>
- <td class="description last">
- <p>The max value.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The clamped value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="contain" translate="no">.<a href="#contain">contain</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, aspect : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Scales the texture as large as possible within its surface without cropping
- or stretching the texture. The method preserves the original aspect ratio of
- the texture. Akin to CSS <code>object-fit: contain</code></p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">texture</strong>
- </td>
- <td class="description last">
- <p>The texture.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">aspect</strong>
- </td>
- <td class="description last">
- <p>The texture's aspect ratio.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The updated texture.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="convertArray" translate="no">.<a href="#convertArray">convertArray</a><span class="signature">( array : <span class="param-type">TypedArray | Array</span>, type : <span class="param-type">TypedArray.constructor</span> )</span><span class="type-signature"> : TypedArray</span> </h3>
- <div class="method">
- <div class="description">
- <p>Converts an array to a specific type.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">array</strong>
- </td>
- <td class="description last">
- <p>The array to convert.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">type</strong>
- </td>
- <td class="description last">
- <p>The constructor of a typed array that defines the new type.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The converted array.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="cover" translate="no">.<a href="#cover">cover</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, aspect : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Scales the texture to the smallest possible size to fill the surface, leaving
- no empty space. The method preserves the original aspect ratio of the texture.
- Akin to CSS <code>object-fit: cover</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">texture</strong>
- </td>
- <td class="description last">
- <p>The texture.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">aspect</strong>
- </td>
- <td class="description last">
- <p>The texture's aspect ratio.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The updated texture.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="createBuildingMaterial" translate="no">.<a href="#createBuildingMaterial">createBuildingMaterial</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>The shared material every tower in a <a href="CityGenerator.html">CityGenerator</a> is dressed with: one flat
- masonry colour per lot, picked from a palette by hashing the lot's grid cell.</p>
- </div>
- </div>
- <h3 class="name name-method" id="createCanvasElement" translate="no">.<a href="#createCanvasElement">createCanvasElement</a><span class="signature">()</span><span class="type-signature"> : HTMLCanvasElement</span> </h3>
- <div class="method">
- <div class="description">
- <p>Creates a canvas element configured for block display.</p>
- <p>This is a convenience function that creates a canvas element with
- display style set to 'block', which is commonly used in three.js
- rendering contexts to avoid inline element spacing issues.</p>
- </div>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A canvas element with display set to 'block'.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="createEvent" translate="no">.<a href="#createEvent">createEvent</a><span class="signature">( type : <span class="param-type">string</span>, callback : <span class="param-type">function</span> )</span><span class="type-signature"> : <a href="EventNode.html">EventNode</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Helper to create an EventNode and add it to the stack.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">type</strong>
- </td>
- <td class="description last">
- <p>The event type.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">callback</strong>
- </td>
- <td class="description last">
- <p>The callback function.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="createForestMaterial" translate="no">.<a href="#createForestMaterial">createForestMaterial</a><span class="signature">( from : <span class="param-type"><a href="Node.html">Node</a></span>, to : <span class="param-type"><a href="Node.html">Node</a></span> )</span><span class="type-signature"> : <a href="MeshStandardNodeMaterial.html">MeshStandardNodeMaterial</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>The single material shared by every tree in a <a href="ForestGenerator.html">ForestGenerator</a>. A plain
- MeshStandardNodeMaterial lit by the scene — only the surface is authored: deep
- shadowed green in the recesses rising to a bright, yellow-green sunlit crown,
- mottled into needle clumps by 3D noise, with a matching bump so the clumps catch
- the light. Half a million instanced blobs makes this mesh vertex-bound, so the
- regional colour drift is baked to a per-instance attribute ( no shader noise for it ),
- and the costly clump noise + bump are <strong>gated by distance</strong> — full detail on the near
- trees ( where it reads ), skipped on the far canopy ( where it is sub-pixel ).</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">from</strong>
- </td>
- <td class="description last">
- <p>distance within which every tree is drawn.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">to</strong>
- </td>
- <td class="description last">
- <p>distance past which no tree is drawn.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="createInstanceMatrixNode" translate="no">.<a href="#createInstanceMatrixNode">createInstanceMatrixNode</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span>, instanceMatrix : <span class="param-type"><a href="InstancedBufferAttribute.html">InstancedBufferAttribute</a> | <a href="StorageInstancedBufferAttribute.html">StorageInstancedBufferAttribute</a></span>, count : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Creates the appropriate node for instanced matrix transformations.
- Depending on buffer limits and storage capability, returns either a storage, buffer, or instanced interleaved attribute node.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">builder</strong>
- </td>
- <td class="description last">
- <p>The current node builder.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">instanceMatrix</strong>
- </td>
- <td class="description last">
- <p>The matrix buffer attribute.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">count</strong>
- </td>
- <td class="description last">
- <p>The instance count.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The matrix node.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="createRoadMaterial" translate="no">.<a href="#createRoadMaterial">createRoadMaterial</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>The road surface: wet asphalt with lane lines and crosswalks aligned to a
- <a href="CityGenerator.html">CityGenerator</a> layout. Apply it to a ground plane sized to the city.</p>
- </div>
- </div>
- <h3 class="name name-method" id="createSkyscraperMaterial" translate="no">.<a href="#createSkyscraperMaterial">createSkyscraperMaterial</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>The facade material: a single MeshStandardNodeMaterial that reads the baked
- per-vertex <code>partId</code> and reproduces every zone — procedural terracotta brickwork
- on the walls and piers, smooth dressed stone on the window frames and ornament,
- dark glazing, and grey AC units — all dressed with world-space
- weathering. One material covers the whole building ( and a whole city ), which is
- what makes it compute-rasterizer friendly. <code>buildingBase</code> is the tower's flat
- masonry colour as a TSL node: pass a <code>uniform( Color )</code> for a single tower, or a
- per-fragment palette pick for a city, so the same material dresses both.</p>
- </div>
- </div>
- <h3 class="name name-method" id="createTreeMaterial" translate="no">.<a href="#createTreeMaterial">createTreeMaterial</a><span class="signature">( parameters : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="MeshStandardNodeMaterial.html">MeshStandardNodeMaterial</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>A simple bark material for a <a href="TreeGenerator.html">TreeGenerator</a> mesh: a low-saturation brown with a
- faint, vertically-stretched grain, so trunks read near-black against bright fog.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">parameters</strong>
- </td>
- <td class="description last">
- <p><code>barkColor</code> ( a hex, THREE.Color or TSL node ).</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="damp" translate="no">.<a href="#damp">damp</a><span class="signature">( x : <span class="param-type">number</span>, y : <span class="param-type">number</span>, lambda : <span class="param-type">number</span>, dt : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Smoothly interpolate a number from <code>x</code> to <code>y</code> in a spring-like manner using a delta
- time to maintain frame rate independent movement. For details, see
- <a href="http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/" target="_blank" rel="noopener">Frame rate independent damping using lerp</a>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The current point.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">y</strong>
- </td>
- <td class="description last">
- <p>The target point.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">lambda</strong>
- </td>
- <td class="description last">
- <p>A higher lambda value will make the movement more sudden,
- and a lower value will make the movement more gradual.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">dt</strong>
- </td>
- <td class="description last">
- <p>Delta time in seconds.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The interpolated value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="dampenForVarianceClip" translate="no">.<a href="#dampenForVarianceClip">dampenForVarianceClip</a><span class="signature">( rgb : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>, flickerSuppression : <span class="param-type"><a href="Node.html">Node</a>.<float></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="method">
- <div class="description">
- <p>Inverse-luminance compression for HDR variance clipping (Karis-style).
- Bright samples contribute less to neighbourhood moments so sun pixels do not
- inflate the YCoCg AABB and cause aggressive clipping flicker.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">rgb</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">flickerSuppression</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="degToRad" translate="no">.<a href="#degToRad">degToRad</a><span class="signature">( degrees : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Converts degrees to radians.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">degrees</strong>
- </td>
- <td class="description last">
- <p>A value in degrees.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The converted value in radians.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="denormalize" translate="no">.<a href="#denormalize">denormalize</a><span class="signature">( value : <span class="param-type">number</span>, array : <span class="param-type">TypedArray</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Denormalizes the given value according to the given typed array.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>The value to denormalize.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">array</strong>
- </td>
- <td class="description last">
- <p>The typed array that defines the data type of the value.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The denormalize (float) value in the range <code>[0,1]</code>.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="enhanceLogMessage" translate="no">.<a href="#enhanceLogMessage">enhanceLogMessage</a><span class="signature">( params : <span class="param-type">Array.<<a href="global.html#any">any</a>></span> )</span><span class="type-signature"> : Array.<<a href="global.html#any">any</a>></span> </h3>
- <div class="method">
- <div class="description">
- <p>Enhances log/warn/error messages related to TSL.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">params</strong>
- </td>
- <td class="description last">
- <p>The original message parameters.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The filtered and enhanced message parameters.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="error" translate="no">.<a href="#error">error</a><span class="signature">( …params : <span class="param-type"><a href="global.html#any">any</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Logs an error message with the 'THREE.' prefix.</p>
- <p>If a custom console function is set via setConsoleFunction(), it will be used
- instead of the native console.error. The first parameter is treated as the
- method name and is automatically prefixed with 'THREE.'.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">params</strong>
- </td>
- <td class="description last">
- <p>The message components. The first param is used as
- the method name and prefixed with 'THREE.'.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="euclideanModulo" translate="no">.<a href="#euclideanModulo">euclideanModulo</a><span class="signature">( n : <span class="param-type">number</span>, m : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Computes the Euclidean modulo of the given parameters that
- is <code>( ( n % m ) + m ) % m</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">n</strong>
- </td>
- <td class="description last">
- <p>The first parameter.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">m</strong>
- </td>
- <td class="description last">
- <p>The second parameter.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The Euclidean modulo.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="fill" translate="no">.<a href="#fill">fill</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span> )</span><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Configures the texture to the default transformation. Akin to CSS <code>object-fit: fill</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">texture</strong>
- </td>
- <td class="description last">
- <p>The texture.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The updated texture.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="flattenJSON" translate="no">.<a href="#flattenJSON">flattenJSON</a><span class="signature">( jsonKeys : <span class="param-type">Array.<number></span>, times : <span class="param-type">Array.<number></span>, values : <span class="param-type">Array.<number></span>, valuePropertyName : <span class="param-type">string</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Used for parsing AOS keyframe formats.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">jsonKeys</strong>
- </td>
- <td class="description last">
- <p>A list of JSON keyframes.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">times</strong>
- </td>
- <td class="description last">
- <p>This array will be filled with keyframe times by this function.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">values</strong>
- </td>
- <td class="description last">
- <p>This array will be filled with keyframe values by this function.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">valuePropertyName</strong>
- </td>
- <td class="description last">
- <p>The name of the property to use.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="floorPowerOfTwo" translate="no">.<a href="#floorPowerOfTwo">floorPowerOfTwo</a><span class="signature">( value : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the largest power of two that is less than or equal to the given number.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>The value to find a POT for. Must be greater than <code>0</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The largest power of two that is less than or equal to the given number.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="fromHalfFloat" translate="no">.<a href="#fromHalfFloat">fromHalfFloat</a><span class="signature">( val : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a single precision floating point value (FP32) from the given half
- precision floating point value (FP16).</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">val</strong>
- </td>
- <td class="description last">
- <p>A half precision floating point value.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The FP32 value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="generateMagicSquare" translate="no">.<a href="#generateMagicSquare">generateMagicSquare</a><span class="signature">( size : <span class="param-type">number</span> )</span><span class="type-signature"> : Array.<number></span> </h3>
- <div class="method">
- <div class="description">
- <p>Computes an array of magic square values required to generate the noise texture.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">size</strong>
- </td>
- <td class="description last">
- <p>The noise size.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The magic square values.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="generateMagicSquareNoise" translate="no">.<a href="#generateMagicSquareNoise">generateMagicSquareNoise</a><span class="signature">( size : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="DataTexture.html">DataTexture</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Generates the AO's noise texture for the given size.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">size</strong>
- </td>
- <td class="description last">
- <p>The noise size.</p>
- <p>Default is <code>5</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The generated noise texture.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="generateUUID" translate="no">.<a href="#generateUUID">generateUUID</a><span class="signature">()</span><span class="type-signature"> : string</span> </h3>
- <div class="method">
- <div class="description">
- <p>Generate a <a href="https://en.wikipedia.org/wiki/Universally_unique_identifier" target="_blank" rel="noopener">UUID</a>
- (universally unique identifier).</p>
- </div>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The UUID.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getByteLength" translate="no">.<a href="#getByteLength">getByteLength</a><span class="signature">( width : <span class="param-type">number</span>, height : <span class="param-type">number</span>, format : <span class="param-type">number</span>, type : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Determines how many bytes must be used to represent the texture.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">width</strong>
- </td>
- <td class="description last">
- <p>The width of the texture.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">height</strong>
- </td>
- <td class="description last">
- <p>The height of the texture.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">format</strong>
- </td>
- <td class="description last">
- <p>The texture's format.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">type</strong>
- </td>
- <td class="description last">
- <p>The texture's type.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The byte length.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getCacheKey" translate="no">.<a href="#getCacheKey">getCacheKey</a><span class="signature">( renderContext : <span class="param-type"><a href="RenderContext.html">RenderContext</a></span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Computes a cache key for the given render context. This key
- should identify the render target state so it is possible to
- configure the correct attachments in the respective backend.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">renderContext</strong>
- </td>
- <td class="description last">
- <p>The render context.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The cache key.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getConsoleFunction" translate="no">.<a href="#getConsoleFunction">getConsoleFunction</a><span class="signature">()</span><span class="type-signature"> : function | null</span> </h3>
- <div class="method">
- <div class="description">
- <p>Gets the currently set custom console function.</p>
- </div>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The custom console function, or null if not set.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getDistanceAttenuation" translate="no">.<a href="#getDistanceAttenuation">getDistanceAttenuation</a><span class="signature">( inputs : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="method">
- <div class="description">
- <p>Represents a <code>discard</code> shader operation in TSL.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">inputs</strong>
- </td>
- <td class="description last">
- <p>The input parameter object.</p>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">lightDistance</strong>
- </td>
- <td class="description last">
- <p>The distance of the light's position to the current fragment position.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">cutoffDistance</strong>
- </td>
- <td class="description last">
- <p>The light's cutoff distance.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">decayExponent</strong>
- </td>
- <td class="description last">
- <p>The light's decay exponent.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The distance falloff.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getElementsByTagName" translate="no">.<a href="#getElementsByTagName">getElementsByTagName</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Utility functions for parsing</p>
- </div>
- </div>
- <h3 class="name name-method" id="getEntry" translate="no">.<a href="#getEntry">getEntry</a><span class="signature">( geometry : <span class="param-type"><a href="BufferGeometry.html">BufferGeometry</a></span> )</span><span class="type-signature"> : Object</span> </h3>
- <div class="method">
- <div class="description">
- <p>Resolves or creates a compiled DataArrayTexture containing encoded vertex morph targets data for WebGL2/WebGPU.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">geometry</strong>
- </td>
- <td class="description last">
- <p>The geometry to parse.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The resolved morph targets texture data mapping entry.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getFilteredStack" translate="no">.<a href="#getFilteredStack">getFilteredStack</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Parses the stack trace and filters out ignored files.
- Returns an array with function name, file, line, and column.</p>
- </div>
- </div>
- <h3 class="name name-method" id="getFloatLength" translate="no">.<a href="#getFloatLength">getFloatLength</a><span class="signature">( floatLength : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>This function is usually called with the length in bytes of an array buffer.
- It returns an padded value which ensure chunk size alignment according to STD140 layout.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">floatLength</strong>
- </td>
- <td class="description last">
- <p>The buffer length.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The padded length.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getFormat" translate="no">.<a href="#getFormat">getFormat</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, device : <span class="param-type">GPUDevice</span> )</span><span class="type-signature"> : string</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the GPU format for the given texture.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">texture</strong>
- </td>
- <td class="description last">
- <p>The texture.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">device</strong>
- </td>
- <td class="description last">
- <p>The GPU device which is used for feature detection.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The GPU format.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getKeyframeOrder" translate="no">.<a href="#getKeyframeOrder">getKeyframeOrder</a><span class="signature">( times : <span class="param-type">Array.<number></span> )</span><span class="type-signature"> : Array.<number></span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns an array by which times and values can be sorted.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">times</strong>
- </td>
- <td class="description last">
- <p>The keyframe time values.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The array.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getMembersLayout" translate="no">.<a href="#getMembersLayout">getMembersLayout</a><span class="signature">( members : <span class="param-type">Object.<string, (string|Object)></span> )</span><span class="type-signature"> : Array.<{name: string, type: string, atomic: boolean}></span> </h3>
- <div class="method">
- <div class="description">
- <p>Generates a layout for struct members.
- This function takes an object representing struct members and returns an array of member layouts.
- Each member layout includes the member's name, type, and whether it is atomic.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">members</strong>
- </td>
- <td class="description last">
- <p>An object where keys are member names and values are either types (as strings) or objects with type and atomic properties.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> An array of member layouts.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getPreviousInstance" translate="no">.<a href="#getPreviousInstance">getPreviousInstance</a><span class="signature">( instancedMesh : <span class="param-type"><a href="InstancedMesh.html">InstancedMesh</a></span>, instanceMatrix : <span class="param-type"><a href="InstancedBufferAttribute.html">InstancedBufferAttribute</a> | <a href="StorageInstancedBufferAttribute.html">StorageInstancedBufferAttribute</a></span>, builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span>, count : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="Node.html">Node</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Retrieves or initializes the previous frame instance matrix node for motion vectors.
- Uses a WeakMap to cache previous frame instance matrices and their TSL nodes.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">instancedMesh</strong>
- </td>
- <td class="description last">
- <p>The instanced mesh object.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">instanceMatrix</strong>
- </td>
- <td class="description last">
- <p>The current matrix buffer attribute.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">builder</strong>
- </td>
- <td class="description last">
- <p>The current node builder.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">count</strong>
- </td>
- <td class="description last">
- <p>The instance count.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The previous frame instance matrix node.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getPreviousSkinnedPosition" translate="no">.<a href="#getPreviousSkinnedPosition">getPreviousSkinnedPosition</a><span class="signature">( skinnedMesh : <span class="param-type"><a href="SkinnedMesh.html">SkinnedMesh</a></span>, bindMatrixNode : <span class="param-type"><a href="Node.html">Node</a>.<mat4></span>, bindMatrixInverseNode : <span class="param-type"><a href="Node.html">Node</a>.<mat4></span>, skinIndexNode : <span class="param-type"><a href="Node.html">Node</a>.<uvec4></span>, skinWeightNode : <span class="param-type"><a href="Node.html">Node</a>.<vec4></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="method">
- <div class="description">
- <p>Retrieves or initializes the previous frame skinned position node for motion vectors.
- Uses a WeakMap to cache previous frame bone matrix arrays and their TSL buffer nodes.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">skinnedMesh</strong>
- </td>
- <td class="description last">
- <p>The skinned mesh.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bindMatrixNode</strong>
- </td>
- <td class="description last">
- <p>The bind matrix node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bindMatrixInverseNode</strong>
- </td>
- <td class="description last">
- <p>The inverse bind matrix node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">skinIndexNode</strong>
- </td>
- <td class="description last">
- <p>The skin index attribute.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">skinWeightNode</strong>
- </td>
- <td class="description last">
- <p>The skin weight attribute.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The skinned position from the previous frame.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getSkinnedNormalAndTangent" translate="no">.<a href="#getSkinnedNormalAndTangent">getSkinnedNormalAndTangent</a><span class="signature">( boneMatrices : <span class="param-type"><a href="Node.html">Node</a></span>, normal : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>, tangent : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>, bindMatrix : <span class="param-type"><a href="Node.html">Node</a>.<mat4></span>, bindMatrixInverse : <span class="param-type"><a href="Node.html">Node</a>.<mat4></span>, skinIndex : <span class="param-type"><a href="Node.html">Node</a>.<uvec4></span>, skinWeight : <span class="param-type"><a href="Node.html">Node</a>.<vec4></span> )</span><span class="type-signature"> : Object</span> </h3>
- <div class="method">
- <div class="description">
- <p>Computes the skinned normal and tangent vectors by applying bone matrices based on weights.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">boneMatrices</strong>
- </td>
- <td class="description last">
- <p>The bone matrices buffer or storage node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">normal</strong>
- </td>
- <td class="description last">
- <p>The normal vector in local space.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">tangent</strong>
- </td>
- <td class="description last">
- <p>The tangent vector in local space.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bindMatrix</strong>
- </td>
- <td class="description last">
- <p>The bind matrix node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bindMatrixInverse</strong>
- </td>
- <td class="description last">
- <p>The inverse bind matrix node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">skinIndex</strong>
- </td>
- <td class="description last">
- <p>The skin index attribute.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">skinWeight</strong>
- </td>
- <td class="description last">
- <p>The skin weight attribute.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The skinned normal and tangent.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getSkinnedPosition" translate="no">.<a href="#getSkinnedPosition">getSkinnedPosition</a><span class="signature">( boneMatrices : <span class="param-type"><a href="Node.html">Node</a></span>, position : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>, bindMatrix : <span class="param-type"><a href="Node.html">Node</a>.<mat4></span>, bindMatrixInverse : <span class="param-type"><a href="Node.html">Node</a>.<mat4></span>, skinIndex : <span class="param-type"><a href="Node.html">Node</a>.<uvec4></span>, skinWeight : <span class="param-type"><a href="Node.html">Node</a>.<vec4></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="method">
- <div class="description">
- <p>Computes the skinned position by applying bone matrices based on weights.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">boneMatrices</strong>
- </td>
- <td class="description last">
- <p>The bone matrices buffer or storage node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">position</strong>
- </td>
- <td class="description last">
- <p>The vertex position to transform.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bindMatrix</strong>
- </td>
- <td class="description last">
- <p>The bind matrix node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">bindMatrixInverse</strong>
- </td>
- <td class="description last">
- <p>The inverse bind matrix node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">skinIndex</strong>
- </td>
- <td class="description last">
- <p>The skin index attribute.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">skinWeight</strong>
- </td>
- <td class="description last">
- <p>The skin weight attribute.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The skinned position.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getStrideLength" translate="no">.<a href="#getStrideLength">getStrideLength</a><span class="signature">( vectorLength : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>This function is called with a vector length and ensure the computed length
- matches a predefined stride (in this case <code>4</code>).</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">vectorLength</strong>
- </td>
- <td class="description last">
- <p>The vector length.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The padded length.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getTextureIndex" translate="no">.<a href="#getTextureIndex">getTextureIndex</a><span class="signature">( textures : <span class="param-type">Array.<<a href="Texture.html">Texture</a>></span>, name : <span class="param-type">string</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the MRT texture index for the given name.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">textures</strong>
- </td>
- <td class="description last">
- <p>The textures of a MRT-configured render target.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">name</strong>
- </td>
- <td class="description last">
- <p>The name of the MRT texture which index is requested.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The texture index.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getUniforms" translate="no">.<a href="#getUniforms">getUniforms</a><span class="signature">( splineTexture : <span class="param-type"><a href="DataTexture.html">DataTexture</a></span> )</span><span class="type-signature"> : Object</span> </h3>
- <div class="method">
- <div class="description">
- <p>Create a new set of uniforms for describing the curve modifier.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">splineTexture</strong>
- </td>
- <td class="description last">
- <p>Which holds the curve description.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The uniforms object to be used in the shader.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getVectorLength" translate="no">.<a href="#getVectorLength">getVectorLength</a><span class="signature">( count : <span class="param-type">number</span>, vectorLength : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Given the count of vectors and their vector length, this function computes
- a total length in bytes with buffer alignment according to STD140 layout.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">count</strong>
- </td>
- <td class="description last">
- <p>The number of vectors.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">vectorLength</strong>
- </td>
- <td class="description last">
- <p>The vector length.</p>
- <p>Default is <code>4</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The padded length.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getViewZNode" translate="no">.<a href="#getViewZNode">getViewZNode</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a node that represents the <code>z</code> coordinate in view space
- for the current fragment. It's a different representation of the
- default depth value.</p>
- <p>This value can be part of a computation that defines how the fog
- density increases when moving away from the camera.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">builder</strong>
- </td>
- <td class="description last">
- <p>The current node builder.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The viewZ node.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="inverseLerp" translate="no">.<a href="#inverseLerp">inverseLerp</a><span class="signature">( x : <span class="param-type">number</span>, y : <span class="param-type">number</span>, value : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the percentage in the closed interval <code>[0, 1]</code> of the given value
- between the start and end point.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The start point</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">y</strong>
- </td>
- <td class="description last">
- <p>The end point.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>A value between start and end.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The interpolation factor.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="isPowerOfTwo" translate="no">.<a href="#isPowerOfTwo">isPowerOfTwo</a><span class="signature">( value : <span class="param-type">number</span> )</span><span class="type-signature"> : boolean</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns <code>true</code> if the given number is a power of two.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>The value to check.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> Whether the given number is a power of two or not.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="isTypedArray" translate="no">.<a href="#isTypedArray">isTypedArray</a><span class="signature">( array : <span class="param-type"><a href="global.html#any">any</a></span> )</span><span class="type-signature"> : boolean</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns <code>true</code> if the given object is a typed array.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">array</strong>
- </td>
- <td class="description last">
- <p>The object to check.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> Whether the given object is a typed array.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="lerp" translate="no">.<a href="#lerp">lerp</a><span class="signature">( x : <span class="param-type">number</span>, y : <span class="param-type">number</span>, t : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a value linearly interpolated from two known points based on the given interval -
- <code>t = 0</code> will return <code>x</code> and <code>t = 1</code> will return <code>y</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The start point</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">y</strong>
- </td>
- <td class="description last">
- <p>The end point.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">t</strong>
- </td>
- <td class="description last">
- <p>The interpolation factor in the closed interval <code>[0, 1]</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The interpolated value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="log" translate="no">.<a href="#log">log</a><span class="signature">( …params : <span class="param-type"><a href="global.html#any">any</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Logs an informational message with the 'THREE.' prefix.</p>
- <p>If a custom console function is set via setConsoleFunction(), it will be used
- instead of the native console.log. The first parameter is treated as the
- method name and is automatically prefixed with 'THREE.'.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">params</strong>
- </td>
- <td class="description last">
- <p>The message components. The first param is used as
- the method name and prefixed with 'THREE.'.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="makeClipAdditive" translate="no">.<a href="#makeClipAdditive">makeClipAdditive</a><span class="signature">( targetClip : <span class="param-type"><a href="AnimationClip.html">AnimationClip</a></span>, referenceFrame : <span class="param-type">number</span>, referenceClip : <span class="param-type"><a href="AnimationClip.html">AnimationClip</a></span>, fps : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="AnimationClip.html">AnimationClip</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Converts the keyframes of the given animation clip to an additive format.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">targetClip</strong>
- </td>
- <td class="description last">
- <p>The clip to make additive.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">referenceFrame</strong>
- </td>
- <td class="description last">
- <p>The reference frame.</p>
- <p>Default is <code>0</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">referenceClip</strong>
- </td>
- <td class="description last">
- <p>The reference clip.</p>
- <p>Default is <code>targetClip</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">fps</strong>
- </td>
- <td class="description last">
- <p>The FPS.</p>
- <p>Default is <code>30</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The updated clip which is now additive.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="mapLinear" translate="no">.<a href="#mapLinear">mapLinear</a><span class="signature">( x : <span class="param-type">number</span>, a1 : <span class="param-type">number</span>, a2 : <span class="param-type">number</span>, b1 : <span class="param-type">number</span>, b2 : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Performs a linear mapping from range <code><a1, a2></code> to range <code><b1, b2></code>
- for the given value. <code>a2</code> must be greater than <code>a1</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The value to be mapped.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">a1</strong>
- </td>
- <td class="description last">
- <p>Minimum value for range A.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">a2</strong>
- </td>
- <td class="description last">
- <p>Maximum value for range A.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">b1</strong>
- </td>
- <td class="description last">
- <p>Minimum value for range B.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">b2</strong>
- </td>
- <td class="description last">
- <p>Maximum value for range B.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The mapped value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="normalize" translate="no">.<a href="#normalize">normalize</a><span class="signature">( value : <span class="param-type">number</span>, array : <span class="param-type">TypedArray</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Normalizes the given value according to the given typed array.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">value</strong>
- </td>
- <td class="description last">
- <p>The float value in the range <code>[0,1]</code> to normalize.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">array</strong>
- </td>
- <td class="description last">
- <p>The typed array that defines the data type of the value.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The normalize value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="pickBuildingColor" translate="no">.<a href="#pickBuildingColor">pickBuildingColor</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Picks one <a href="global.html#buildingPalette">buildingPalette</a> colour ( a hex number ) for a tower from its seed.</p>
- </div>
- </div>
- <h3 class="name name-method" id="pingpong" translate="no">.<a href="#pingpong">pingpong</a><span class="signature">( x : <span class="param-type">number</span>, length : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a value that alternates between <code>0</code> and the given <code>length</code> parameter.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The value to pingpong.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">length</strong>
- </td>
- <td class="description last">
- <p>The positive value the function will pingpong to.</p>
- <p>Default is <code>1</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The alternated value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="radToDeg" translate="no">.<a href="#radToDeg">radToDeg</a><span class="signature">( radians : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Converts radians to degrees.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">radians</strong>
- </td>
- <td class="description last">
- <p>A value in radians.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The converted value in degrees.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="randFloat" translate="no">.<a href="#randFloat">randFloat</a><span class="signature">( low : <span class="param-type">number</span>, high : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a random float from <code><low, high></code> interval.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">low</strong>
- </td>
- <td class="description last">
- <p>The lower value boundary.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">high</strong>
- </td>
- <td class="description last">
- <p>The upper value boundary</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A random float.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="randFloatSpread" translate="no">.<a href="#randFloatSpread">randFloatSpread</a><span class="signature">( range : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a random integer from <code><-range/2, range/2></code> interval.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">range</strong>
- </td>
- <td class="description last">
- <p>Defines the value range.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A random float.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="randInt" translate="no">.<a href="#randInt">randInt</a><span class="signature">( low : <span class="param-type">number</span>, high : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a random integer from <code><low, high></code> interval.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">low</strong>
- </td>
- <td class="description last">
- <p>The lower value boundary.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">high</strong>
- </td>
- <td class="description last">
- <p>The upper value boundary</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A random integer.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="rgbToYCoCg" translate="no">.<a href="#rgbToYCoCg">rgbToYCoCg</a><span class="signature">( c : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="method">
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">c</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="sample" translate="no">.<a href="#sample">sample</a><span class="signature">( callback : <span class="param-type">function</span>, uv : <span class="param-type"><a href="Node.html">Node</a>.<vec2></span> )</span><span class="type-signature"> : <a href="SampleNode.html">SampleNode</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Helper function to create a SampleNode wrapped as a node object.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">callback</strong>
- </td>
- <td class="description last">
- <p>The function to be called when sampling. Should accept a UV node and return a value.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">uv</strong>
- </td>
- <td class="description last">
- <p>The UV node to be used in the texture sampling.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The created SampleNode instance wrapped as a node object.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="seededRandom" translate="no">.<a href="#seededRandom">seededRandom</a><span class="signature">( s : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a deterministic pseudo-random float in the interval <code>[0, 1]</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">s</strong>
- </td>
- <td class="description last">
- <p>The integer seed.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A random float.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="setConsoleFunction" translate="no">.<a href="#setConsoleFunction">setConsoleFunction</a><span class="signature">( fn : <span class="param-type">function</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Sets a custom function to handle console output.</p>
- <p>This allows external code to intercept and handle console.log, console.warn,
- and console.error calls made by three.js, which is useful for custom logging,
- testing, or debugging workflows.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">fn</strong>
- </td>
- <td class="description last">
- <p>The function to handle console output. Should accept
- (type, message, ...params) where type is 'log', 'warn', or 'error'.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setProjectionFromUnion" translate="no">.<a href="#setProjectionFromUnion">setProjectionFromUnion</a><span class="signature">( camera : <span class="param-type"><a href="ArrayCamera.html">ArrayCamera</a></span>, cameraL : <span class="param-type"><a href="PerspectiveCamera.html">PerspectiveCamera</a></span>, cameraR : <span class="param-type"><a href="PerspectiveCamera.html">PerspectiveCamera</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Assumes 2 cameras that are parallel and share an X-axis, and that
- the cameras' projection and world matrices have already been set.
- And that near and far planes are identical for both cameras.
- Visualization of this technique: https://computergraphics.stackexchange.com/a/4765</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">camera</strong>
- </td>
- <td class="description last">
- <p>The camera to update.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">cameraL</strong>
- </td>
- <td class="description last">
- <p>The left camera.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">cameraR</strong>
- </td>
- <td class="description last">
- <p>The right camera.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setQuaternionFromProperEuler" translate="no">.<a href="#setQuaternionFromProperEuler">setQuaternionFromProperEuler</a><span class="signature">( q : <span class="param-type"><a href="Quaternion.html">Quaternion</a></span>, a : <span class="param-type">number</span>, b : <span class="param-type">number</span>, c : <span class="param-type">number</span>, order : <span class="param-type">'XYX' | 'XZX' | 'YXY' | 'YZY' | 'ZXZ' | 'ZYZ'</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Sets the given quaternion from the <a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank" rel="noopener">Intrinsic Proper Euler Angles</a>
- defined by the given angles and order.</p>
- <p>Rotations are applied to the axes in the order specified by order:
- rotation by angle <code>a</code> is applied first, then by angle <code>b</code>, then by angle <code>c</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">q</strong>
- </td>
- <td class="description last">
- <p>The quaternion to set.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">a</strong>
- </td>
- <td class="description last">
- <p>The rotation applied to the first axis, in radians.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">b</strong>
- </td>
- <td class="description last">
- <p>The rotation applied to the second axis, in radians.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">c</strong>
- </td>
- <td class="description last">
- <p>The rotation applied to the third axis, in radians.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">order</strong>
- </td>
- <td class="description last">
- <p>A string specifying the axes order.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setupWebGLXRFallback" translate="no">.<a href="#setupWebGLXRFallback">setupWebGLXRFallback</a><span class="signature">( renderer : <span class="param-type"><a href="WebGPURenderer.html">WebGPURenderer</a></span>, createFallbackRenderer : <span class="param-type">function</span>, onFallback : <span class="param-type">function</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Sets up a construction-time WebGL fallback for WebGPU XR examples.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">renderer</strong>
- </td>
- <td class="description last">
- <p>The initial renderer.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">createFallbackRenderer</strong>
- </td>
- <td class="description last">
- <p>A function that returns a new renderer with a WebGL backend.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">onFallback</strong>
- </td>
- <td class="description last">
- <p>A function that installs the new renderer in the app.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="shadowRenderObjectFunction" translate="no">.<a href="#shadowRenderObjectFunction">shadowRenderObjectFunction</a><span class="signature">( object : <span class="param-type"><a href="Object3D.html">Object3D</a></span>, scene : <span class="param-type"><a href="Scene.html">Scene</a></span>, _camera : <span class="param-type"><a href="Camera.html">Camera</a></span>, geometry : <span class="param-type"><a href="BufferGeometry.html">BufferGeometry</a></span>, material : <span class="param-type"><a href="Material.html">Material</a></span>, group : <span class="param-type"><a href="Group.html">Group</a></span>, …params : <span class="param-type"><a href="global.html#any">any</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Shadow Render Object Function.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">object</strong>
- </td>
- <td class="description last">
- <p>The 3D object to render.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">scene</strong>
- </td>
- <td class="description last">
- <p>The scene containing the object.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">_camera</strong>
- </td>
- <td class="description last">
- <p>The camera used for rendering.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">geometry</strong>
- </td>
- <td class="description last">
- <p>The geometry of the object.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">material</strong>
- </td>
- <td class="description last">
- <p>The material of the object.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">group</strong>
- </td>
- <td class="description last">
- <p>The group the object belongs to.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">params</strong>
- </td>
- <td class="description last">
- <p>Additional parameters for rendering.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="slab" translate="no">.<a href="#slab">slab</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>A thin horizontal cap over a footprint's bounding box at height <code>y</code>. Its
- sides are pulled in behind the facade plane ( into the backing-wall shell )
- so they never sit coplanar with the walls, spandrels or piers and z-fight.</p>
- </div>
- </div>
- <h3 class="name name-method" id="smootherstep" translate="no">.<a href="#smootherstep">smootherstep</a><span class="signature">( x : <span class="param-type">number</span>, min : <span class="param-type">number</span>, max : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>A <a href="https://en.wikipedia.org/wiki/Smoothstep#Variations" target="_blank" rel="noopener">variation on smoothstep</a>
- that has zero 1st and 2nd order derivatives at <code>x=0</code> and <code>x=1</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The value to evaluate based on its position between <code>min</code> and <code>max</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">min</strong>
- </td>
- <td class="description last">
- <p>The min value. Any <code>x</code> value below <code>min</code> will be <code>0</code>. <code>min</code> must be lower than <code>max</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">max</strong>
- </td>
- <td class="description last">
- <p>The max value. Any <code>x</code> value above <code>max</code> will be <code>1</code>. <code>max</code> must be greater than <code>min</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The alternated value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="smoothstep" translate="no">.<a href="#smoothstep">smoothstep</a><span class="signature">( x : <span class="param-type">number</span>, min : <span class="param-type">number</span>, max : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a value in the range <code>[0,1]</code> that represents the percentage that <code>x</code> has
- moved between <code>min</code> and <code>max</code>, but smoothed or slowed down the closer <code>x</code> is to
- the <code>min</code> and <code>max</code>.</p>
- <p>See <a href="http://en.wikipedia.org/wiki/Smoothstep" target="_blank" rel="noopener">Smoothstep</a> for more details.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">x</strong>
- </td>
- <td class="description last">
- <p>The value to evaluate based on its position between <code>min</code> and <code>max</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">min</strong>
- </td>
- <td class="description last">
- <p>The min value. Any <code>x</code> value below <code>min</code> will be <code>0</code>. <code>min</code> must be lower than <code>max</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">max</strong>
- </td>
- <td class="description last">
- <p>The max value. Any <code>x</code> value above <code>max</code> will be <code>1</code>. <code>max</code> must be greater than <code>min</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The alternated value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="sortedArray" translate="no">.<a href="#sortedArray">sortedArray</a><span class="signature">( values : <span class="param-type">Array.<number></span>, stride : <span class="param-type">number</span>, order : <span class="param-type">Array.<number></span> )</span><span class="type-signature"> : Array.<number></span> </h3>
- <div class="method">
- <div class="description">
- <p>Sorts the given array by the previously computed order via <code>getKeyframeOrder()</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">values</strong>
- </td>
- <td class="description last">
- <p>The values to sort.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">stride</strong>
- </td>
- <td class="description last">
- <p>The stride.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">order</strong>
- </td>
- <td class="description last">
- <p>The sort order.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The sorted values.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="subclip" translate="no">.<a href="#subclip">subclip</a><span class="signature">( sourceClip : <span class="param-type"><a href="AnimationClip.html">AnimationClip</a></span>, name : <span class="param-type">string</span>, startFrame : <span class="param-type">number</span>, endFrame : <span class="param-type">number</span>, fps : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="AnimationClip.html">AnimationClip</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Creates a new clip, containing only the segment of the original clip between the given frames.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">sourceClip</strong>
- </td>
- <td class="description last">
- <p>The values to sort.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">name</strong>
- </td>
- <td class="description last">
- <p>The name of the clip.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">startFrame</strong>
- </td>
- <td class="description last">
- <p>The start frame.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">endFrame</strong>
- </td>
- <td class="description last">
- <p>The end frame.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">fps</strong>
- </td>
- <td class="description last">
- <p>The FPS.</p>
- <p>Default is <code>30</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The new sub clip.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="toHalfFloat" translate="no">.<a href="#toHalfFloat">toHalfFloat</a><span class="signature">( val : <span class="param-type">number</span> )</span><span class="type-signature"> : number</span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns a half precision floating point value (FP16) from the given single
- precision floating point value (FP32).</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">val</strong>
- </td>
- <td class="description last">
- <p>A single precision floating point value.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> The FP16 value.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="updateCamera" translate="no">.<a href="#updateCamera">updateCamera</a><span class="signature">( camera : <span class="param-type"><a href="Camera.html">Camera</a></span>, parent : <span class="param-type"><a href="Object3D.html">Object3D</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Updates the world matrices for the given camera based on the parent 3D object.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">camera</strong>
- </td>
- <td class="description last">
- <p>The camera to update.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">parent</strong>
- </td>
- <td class="description last">
- <p>The parent 3D object.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="updateUserCamera" translate="no">.<a href="#updateUserCamera">updateUserCamera</a><span class="signature">( camera : <span class="param-type"><a href="Camera.html">Camera</a></span>, cameraXR : <span class="param-type"><a href="ArrayCamera.html">ArrayCamera</a></span>, parent : <span class="param-type"><a href="Object3D.html">Object3D</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Updates the given camera with the transformation of the XR camera and parent object.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">camera</strong>
- </td>
- <td class="description last">
- <p>The camera to update.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">cameraXR</strong>
- </td>
- <td class="description last">
- <p>The XR camera.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">parent</strong>
- </td>
- <td class="description last">
- <p>The parent 3D object.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="warn" translate="no">.<a href="#warn">warn</a><span class="signature">( …params : <span class="param-type"><a href="global.html#any">any</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Logs a warning message with the 'THREE.' prefix.</p>
- <p>If a custom console function is set via setConsoleFunction(), it will be used
- instead of the native console.warn. The first parameter is treated as the
- method name and is automatically prefixed with 'THREE.'.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">params</strong>
- </td>
- <td class="description last">
- <p>The message components. The first param is used as
- the method name and prefixed with 'THREE.'.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="warnOnce" translate="no">.<a href="#warnOnce">warnOnce</a><span class="signature">( …params : <span class="param-type"><a href="global.html#any">any</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Logs a warning message only once, preventing duplicate warnings.</p>
- <p>This function maintains an internal cache of warning messages and will only
- output each unique warning message once. Useful for warnings that may be
- triggered repeatedly but should only be shown to the user once.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">params</strong>
- </td>
- <td class="description last">
- <p>The warning message components.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="ycocgToRGB" translate="no">.<a href="#ycocgToRGB">ycocgToRGB</a><span class="signature">( c : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="method">
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">c</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="yieldToMain" translate="no">.<a href="#yieldToMain">yieldToMain</a><span class="signature">()</span><span class="type-signature"> : Promise.<void></span> </h3>
- <div class="method">
- <div class="description">
- <p>Yields execution to the main thread to allow rendering and other tasks.
- Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame.</p>
- </div>
- </div>
- <h2 class="subsection-title">Type Definitions</h2>
- <div class="member">
- <h3 class="name" id="ConstantsInterpolationSamplingMode" translate="no">.<a href="#ConstantsInterpolationSamplingMode">ConstantsInterpolationSamplingMode</a> </h3>
- <div class="description">
- <p>Represents the different interpolation sampling modes.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>NORMAL</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Normal sampling mode.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>CENTROID</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Centroid sampling mode.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>SAMPLE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Sample-specific sampling mode.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>FIRST</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Flat interpolation using the first vertex.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>EITHER</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Flat interpolation using either vertex.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="ConstantsInterpolationSamplingType" translate="no">.<a href="#ConstantsInterpolationSamplingType">ConstantsInterpolationSamplingType</a> </h3>
- <div class="description">
- <p>Represents the different interpolation sampling types.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>PERSPECTIVE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Perspective-correct interpolation.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>LINEAR</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Linear interpolation.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>FLAT</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>Flat interpolation.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="ConstantsMouse" translate="no">.<a href="#ConstantsMouse">ConstantsMouse</a> </h3>
- <div class="description">
- <p>This type represents mouse buttons and interaction types in context of controls.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>MIDDLE</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The left mouse button.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>LEFT</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The middle mouse button.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>RIGHT</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The right mouse button.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>ROTATE</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>A rotate interaction.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>DOLLY</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>A dolly interaction.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>PAN</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>A pan interaction.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="ConstantsTimestampQuery" translate="no">.<a href="#ConstantsTimestampQuery">ConstantsTimestampQuery</a> </h3>
- <div class="description">
- <p>This type represents the different timestamp query types.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>COMPUTE</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>A <code>compute</code> timestamp query.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>RENDER</strong>
- <br>
- <span class="param-type">string</span>
- </td>
- <td class="description last">
- <p>A <code>render</code> timestamp query.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="ConstantsTouch" translate="no">.<a href="#ConstantsTouch">ConstantsTouch</a> </h3>
- <div class="description">
- <p>This type represents touch interaction types in context of controls.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>ROTATE</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>A rotate interaction.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>PAN</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>A pan interaction.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>DOLLY_PAN</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The dolly-pan interaction.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>DOLLY_ROTATE</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>A dolly-rotate interaction.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="DebugConfig" translate="no">.<a href="#DebugConfig">DebugConfig</a> </h3>
- <div class="description">
- <p>Debug configuration.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>checkShaderErrors</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Whether shader errors should be checked or not.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>onShaderError</strong>
- <br>
- <span class="param-type">function</span>
- </td>
- <td class="description last">
- <p>A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>getShaderAsync</strong>
- <br>
- <span class="param-type">function</span>
- </td>
- <td class="description last">
- <p>Allows the get the raw shader code for the given scene, camera and 3D object.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="DenoiseAlphaSource" translate="no">.<a href="#DenoiseAlphaSource">DenoiseAlphaSource</a> </h3>
- </div>
- <div class="member">
- <h3 class="name" id="DenoiseMode" translate="no">.<a href="#DenoiseMode">DenoiseMode</a> </h3>
- </div>
- <div class="member">
- <h3 class="name" id="RecurrentDenoiseNodeOptions" translate="no">.<a href="#RecurrentDenoiseNodeOptions">RecurrentDenoiseNodeOptions</a> </h3>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>depth</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<float></span>
- </td>
- <td class="description last">
- <p>Scene depth buffer for view-space edge stopping.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>normal</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>
- </td>
- <td class="description last">
- <p>View-space normals for geometric edge stopping.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>metalRoughness</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<vec4></span>
- </td>
- <td class="description last">
- <p>Roughness/metalness G-buffer for specular edge stopping.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>diffuse</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<vec4></span>
- </td>
- <td class="description last">
- <p>Scene base color (albedo) G-buffer for chromatic edge stopping.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>raw</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<vec4></span>
- </td>
- <td class="description last">
- <p>Unfiltered input (e.g. raw SSR/SSGI) for secondary sampling and temporal blend.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>mode</strong>
- <br>
- <span class="param-type"><a href="global.html#DenoiseMode">DenoiseMode</a></span>
- </td>
- <td class="description last">
- <p>Denoising kernel type.</p>
- <p>Default is <code>'diffuse'</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>accumulate</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>When <code>true</code>, temporally blend the spatially-denoised result
- (Karis-style) and write frame weight to alpha for feedback loops. When <code>false</code>, only spatial filtering is applied.</p>
- <p>Default is <code>true</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="SSRNodeOptions" translate="no">.<a href="#SSRNodeOptions">SSRNodeOptions</a> </h3>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>stochastic</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>When <code>false</code>, traces a single mirror reflection and softens roughness with a blur pass (first-generation SSR). When <code>true</code>, varies the reflection direction per pixel with stochastic GGX rays (second-generation SSR); higher quality on rough/glossy surfaces but noisier, so it expects a temporal/spatial denoiser downstream.</p>
- <p>Default is <code>false</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>metalnessNode</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<float></span>
- </td>
- <td class="description last">
- <p>Per-pixel metalness. Drives GGX reflection sampling and, with <code>reflectNonMetals=false</code>, the non-metal early-out.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>roughnessNode</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a>.<float></span>
- </td>
- <td class="description last">
- <p>Per-pixel roughness. Drives GGX sampling and the blur mip selection.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>reflectNonMetals</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Only used when <code>stochastic=false</code>. When <code>false</code>, non-metallic surfaces are discarded for a noticeable performance gain; set <code>true</code> to also reflect dielectrics (e.g. marble, polished wood, plastic).</p>
- <p>Default is <code>false</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>environmentNode</strong>
- <br>
- <span class="param-type"><a href="Texture.html">Texture</a></span>
- </td>
- <td class="description last">
- <p>Equirectangular HDR environment map with CPU-side <code>image.data</code> (e.g. from RGBELoader). Not compatible with PMREM / <code>scene.environment</code> cubemaps.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>envImportanceSampling</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>When <code>true</code>, precomputes env-luminance CDF tables and uses MIS for environment misses. Build-time only.</p>
- <p>Default is <code>false</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>diffuseNode</strong>
- <br>
- <span class="param-type"><a href="Node.html">Node</a></span>
- </td>
- <td class="description last">
- <p>Scene diffuse / base color. Defaults to <code>vec3(1)</code> in the shader when omitted.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>binaryRefine</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Sub-step binary-search refinement of detected hits. Compile-time constant (baked into the shader at construction).</p>
- <p>Default is <code>false</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>camera</strong>
- <br>
- <span class="param-type"><a href="Camera.html">Camera</a></span>
- </td>
- <td class="description last">
- <p>Camera the scene is rendered with. Inferred from the color pass when omitted.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="ShadowMapConfig" translate="no">.<a href="#ShadowMapConfig">ShadowMapConfig</a> </h3>
- <div class="description">
- <p>Shadow map configuration</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>enabled</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Whether to globally enable shadows or not.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>transmitted</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Whether to enable light transmission through non-opaque materials.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>type</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The shadow map type.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="TemporalReprojectMode" translate="no">.<a href="#TemporalReprojectMode">TemporalReprojectMode</a> </h3>
- </div>
- <div class="member">
- <h3 class="name" id="TemporalReprojectNodeOptions" translate="no">.<a href="#TemporalReprojectNodeOptions">TemporalReprojectNodeOptions</a> </h3>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>mode</strong>
- <br>
- <span class="param-type"><a href="global.html#TemporalReprojectMode">TemporalReprojectMode</a></span>
- </td>
- <td class="description last">
- <p><code>diffuse</code> for SSGI/scene colour; <code>specular</code> for SSR reflections.</p>
- <p>Default is <code>'diffuse'</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>hitPointReprojection</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Parallax hit-point reprojection (specular mode only). Defaults to <code>true</code> in specular mode.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>accumulate</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>When <code>true</code>, history is stored in this pass (classic temporal resolve). When <code>false</code>,
- use <a href="TemporalReprojectNode.html#setHistoryTexture">TemporalReprojectNode#setHistoryTexture</a> to read history from another pass (e.g. denoise output).</p>
- <p>Default is <code>false</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <div class="member">
- <h3 class="name" id="XRConfig" translate="no">.<a href="#XRConfig">XRConfig</a> </h3>
- <div class="description">
- <p>XR configuration.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>enabled</strong>
- <br>
- <span class="param-type">boolean</span>
- </td>
- <td class="description last">
- <p>Whether to globally enable XR or not.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="onAnimationCallback" translate="no">.<a href="#onAnimationCallback">onAnimationCallback</a><span class="signature">( time : <span class="param-type">DOMHighResTimeStamp</span>, frame : <span class="param-type">XRFrame</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Animation loop parameter of <code>renderer.setAnimationLoop()</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">time</strong>
- </td>
- <td class="description last">
- <p>A timestamp indicating the end time of the previous frame's rendering.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">frame</strong>
- </td>
- <td class="description last">
- <p>A reference to the current XR frame. Only relevant when using XR rendering.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="onErrorCallback" translate="no">.<a href="#onErrorCallback">onErrorCallback</a><span class="signature">( error : <span class="param-type">Error</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Callback for onError in loaders.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">error</strong>
- </td>
- <td class="description last">
- <p>The error which occurred during the loading process.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="onProgressCallback" translate="no">.<a href="#onProgressCallback">onProgressCallback</a><span class="signature">( event : <span class="param-type">ProgressEvent</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Callback for onProgress in loaders.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">event</strong>
- </td>
- <td class="description last">
- <p>An instance of <code>ProgressEvent</code> that represents the current loading status.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="renderObjectFunction" translate="no">.<a href="#renderObjectFunction">renderObjectFunction</a><span class="signature">( object : <span class="param-type"><a href="Object3D.html">Object3D</a></span>, scene : <span class="param-type"><a href="Scene.html">Scene</a></span>, camera : <span class="param-type"><a href="Camera.html">Camera</a></span>, geometry : <span class="param-type"><a href="BufferGeometry.html">BufferGeometry</a></span>, material : <span class="param-type"><a href="Material.html">Material</a></span>, group : <span class="param-type">Object</span>, lightsNode : <span class="param-type"><a href="LightsNode.html">LightsNode</a></span>, clippingContext : <span class="param-type"><a href="ClippingContext.html">ClippingContext</a></span>, passId : <span class="param-type">string</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Callback for <a href="Renderer.html#setRenderObjectFunction">Renderer#setRenderObjectFunction</a>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">object</strong>
- </td>
- <td class="description last">
- <p>The 3D object.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">scene</strong>
- </td>
- <td class="description last">
- <p>The scene the 3D object belongs to.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">camera</strong>
- </td>
- <td class="description last">
- <p>The camera the object should be rendered with.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">geometry</strong>
- </td>
- <td class="description last">
- <p>The object's geometry.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">material</strong>
- </td>
- <td class="description last">
- <p>The object's material.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">group</strong>
- </td>
- <td class="description last">
- <p>Only relevant for objects using multiple materials. This represents a group entry from the respective <code>BufferGeometry</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">lightsNode</strong>
- </td>
- <td class="description last">
- <p>The current lights node.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">clippingContext</strong>
- </td>
- <td class="description last">
- <p>The clipping context.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">passId</strong>
- </td>
- <td class="description last">
- <p>An optional ID for identifying the pass.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="traverseCallback" translate="no">.<a href="#traverseCallback">traverseCallback</a><span class="signature">( node : <span class="param-type"><a href="Node.html">Node</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Callback for <a href="Node.html#traverse">Node#traverse</a>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">node</strong>
- </td>
- <td class="description last">
- <p>The current node.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- </article>
- </section>
- <script src="../scripts/linenumber.js"></script>
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