Global

Members

(constant) Earcut

Port from https://github.com/mapbox/earcut (v2.2.2)
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(constant) emptyTexture

Uniforms of a program. Those form a tree structure with a special top-level container for the root, which you get by calling 'new WebGLUniforms( gl, program )'. Properties of inner nodes including the top-level container: .seq - array of nested uniforms .map - nested uniforms by name Methods of all nodes except the top-level container: .setValue( gl, value, [textures] ) uploads a uniform value(s) the 'textures' parameter is needed for sampler uniforms Static methods of the top-level container (textures factorizations): .upload( gl, seq, values, textures ) sets uniforms in 'seq' to 'values[id].value' .seqWithValue( seq, values ) : filteredSeq filters 'seq' entries with corresponding entry in values Methods of the top-level container (textures factorizations): .setValue( gl, name, value, textures ) sets uniform with name 'name' to 'value' .setOptional( gl, obj, prop ) like .set for an optional property of the object
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(constant) REVISION

License:
  • Copyright 2010-2021 Three.js Authors SPDX-License-Identifier: MIT
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(constant) Status :Object

Enum for connection status.
Type:
  • Object
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(constant) UniformsLib

Uniforms library for shared webgl shaders
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Methods

addDataSources(dataSources)

Parameters:
Name Type Description
dataSources
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CatmullRom()

Bezier Curves formulas obtained from http://en.wikipedia.org/wiki/Bézier_curve
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cloneUniforms()

Uniform Utilities
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convertLinearToRGBE()

This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture. This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE. Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain resolution to smoothly interpolate diffuse lighting while limiting sampling computation. Paper: Fast, Accurate Image-Based Lighting https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
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