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react3
Wiki » Internal Components » Advanced » react3
See React3. Handles renderer and canvas configuration.
Creates a THREE.WebGLRenderer.
one of ['2d', '3d']
required
: The rendering context.
Currently only '3d' is supported.
Default: '3d'
function
required
: This callback gets called every time the canvas is recreated.
This is currently internal usage only. This helps toggling of antialias.
number
required
: The width of the canvas and the default viewport.
Default: 1
number
required
: The height of the canvas and the default viewport.
Default: 1
bool
: Controls renderer gamma input.
See THREE.WebGLRenderer#gammaInput.
Default: false
bool
: Controls renderer gamma output.
See THREE.WebGLRenderer#gammaOutput.
Default: false
bool
: Controls renderer object sorting.
See THREE.WebGLRenderer#sortObjects.
Default: true
string
: The name of the camera to render into the canvas.
If this value is not set, the scene can be rendered into the <viewport/> children of React3.
function
: This callback gets called before every frame.
one of types [THREE.Color, number, string]
: The clear color of the renderer.
Is used as the first parameter for THREE.WebGLRenderer#clearColor.
If the clearAlpha
and alpha
properties are set, clearAlpha
will be used as the second parameter.
Default: 0x000000
number
: Used for the transparency of the canvas.
Expected range: 0 to 1, where 0 is clear and 1 is opaque.
Is used as the second parameter for THREE.WebGLRenderer#clearColor.
If the clearColor
property is set, that will be passed as the first parameter.
Requires the alpha
property to be set.
bool
: Toggles alpha setting of the renderer.
See THREE.WebGLRenderer#alpha.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: false
bool
: Toggles shadowMap usage.
See THREE.WebGLRenderer#shadowMapEnabled.
WARNING: Updating this value will force all materials to refresh.
Default: false
one of [THREE.BasicShadowMap, THREE.PCFShadowMap, THREE.PCFSoftShadowMap]
: Controls the shadowMap type.
See THREE.WebGLRenderer#shadowMapType.
WARNING: Updating this value will force all materials to refresh.
Default: THREE.PCFShadowMap
one of [THREE.CullFaceNone, THREE.CullFaceBack, THREE.CullFaceFront, THREE.CullFaceFrontBack]
: Controls shadowMap face culling.
See THREE.WebGLRenderer#shadowMapCullFace.
WARNING: Updating this value will force all materials to refresh.
Default: THREE.CullFaceFront
bool
: Toggles shadowMap debugging.
See THREE.WebGLRenderer#shadowMapDebug.
WARNING: Updating this value will force all materials to refresh.
Default: false
number
: The pixel ratio of the renderer.
Preferred value: window.devicePixelRatio
. Recommended for High DPI screens (e.g. Retina).
Default: 1
one of ['highp', 'mediump', 'lowp']
: Sets the precision of the renderer.
See THREE.WebGLRenderer#precision.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: 'highp'
bool
: Toggles the premultipliedAlpha setting of the renderer.
See THREE.WebGLRenderer#premultipliedAlpha.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: true
one of types [bool, number]
: Toggles anti-aliasing of the renderer.
See THREE.WebGLRenderer#antialias.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: false
bool
: Toggles the stencil property of the renderer.
See THREE.WebGLRenderer#stencil.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: true
bool
: Toggles the preserveDrawingBuffer property of the renderer.
See THREE.WebGLRenderer#preserveDrawingBuffer.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: false
bool
: Toggles the depth property of the renderer.
See THREE.WebGLRenderer#depth.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: true
bool
: Toggles the logarithmicDepthBuffer property of the renderer.
See THREE.WebGLRenderer#logarithmicDepthBuffer.
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
Default: false
function
: This function gets called with the renderer as the first parameter.
Example callback:
function callback(renderer) {
if(renderer !== null) {
console.log(renderer instanceOf THREE.WebGLRenderer); // true
} else {
// renderer is just destroyed or will be recreated soon
}
}
The renderer gets created when:
- the react3 component is mounted
- the canvas gets recreated ( see onRecreateCanvas )
- this happens when you change some properties of react3.
- when the component is about to be unmounted or remounted
- the value passed to the function will be null in this case
bool
: Prevents re-rendering every frame.
You can use this to save some CPU and battery life.
Requires onManualRenderTriggerCreated.
Default: false
function
:
This function will be called back with a 'Trigger' function in the first parameter.
Example callback:
function callback(trigger) {
console.log(trigger); // this is the trigger
trigger(); // render next frame (recommended)
trigger(true); // render immediately (advanced)
}
You can use this function to trigger manual renders.
See also: the manual rendering example.
This is what the trigger function looks like:
function (renderThisFrame) {
if (renderThisFrame) {
// render immediately
this._render();
} else {
if (this._renderRequest === null) {
// ensure that there will be one render next frame
this._renderRequest = requestAnimationFrame(this._render);
}
}
};
You can use this property without forceManualRender for example to render multiple times within one frame (maybe for VR?).
Hopefully that will not be necessary; but please do let me know if you find a use case for it!
function
: Allows a custom renderer to be used instead of WebGLRenderer.
The first parameter of this function will be an object containing these properties:
- canvas
- precision
- alpha
- premultipliedAlpha
- antialias
- stencil
- preserveDrawingBuffer
- depth
- logarithmicDepthBuffer
The object returned from this function should expose the same API as a WebGLRenderer.
An example function that will just create a WebGLRenderer (i.e. no change from original behaviour):
function customRenderer(rendererArgs) {
return new THREE.WebGLRenderer(rendererArgs);
}
WARNING: Updating this value will re-create the whole canvas, which can be expensive.
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