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Classes


Class THREE.WebGLRenderer


Defined in: WebGLRenderer.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
THREE.WebGLRenderer(parameters)
Method Summary
Method Attributes Method Name and Description
<inner>  
addBuffer(objlist, buffer, object)
<inner>  
addBufferImmediate(objlist, object)
<inner>  
<inner>  
addObject(object, scene)
 
addPostPlugin(plugin)
 
addPrePlugin(plugin)
<inner>  
allocateBones(object)
<inner>  
<inner>  
<inner>  
<inner>  
<inner>  
<inner>  
<inner>  
buildProgram(shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters)
<inner>  
cacheAttributeLocations(program, identifiers)
<inner>  
cacheUniformLocations(program, identifiers)
<inner>  
clampToMaxSize(image, maxSize)
 
clear(color, depth, stencil)
<inner>  
 
clearTarget(renderTarget, color, depth, stencil)
<inner>  
<inner>  
createMeshBuffers(geometryGroup)
<inner>  
<inner>  
 
 
 
deallocateRenderTarget(renderTarget)
 
<inner>  
<inner>  
<inner>  
deleteMeshBuffers(geometryGroup)
<inner>  
<inner>  
 
<inner>  
<inner>  
generateDefines(defines)
<inner>  
getBufferMaterial(object, geometryGroup)
 
 
 
 
<inner>  
getShader(type, string)
<inner>  
<inner>  
initCustomAttributes(geometry, object)
<inner>  
<inner>  
<inner>  
initLineBuffers(geometry, object)
 
initMaterial(material, lights, fog, object)
<inner>  
initMeshBuffers(geometryGroup, object)
<inner>  
initParticleBuffers(geometry, object)
<inner>  
initRibbonBuffers(geometry, object)
 
<inner>  
isPowerOfTwo(value)
<inner>  
loadUniformsGeneric(program, uniforms)
<inner>  
loadUniformsMatrices(uniforms, object)
<inner>  
<inner>  
<inner>  
<inner>  
<inner>  
refreshUniformsCommon(uniforms, material)
<inner>  
refreshUniformsDash(uniforms, material)
<inner>  
refreshUniformsFog(uniforms, fog)
<inner>  
refreshUniformsLambert(uniforms, material)
<inner>  
refreshUniformsLights(uniforms, lights)
<inner>  
refreshUniformsLine(uniforms, material)
<inner>  
refreshUniformsParticle(uniforms, material)
<inner>  
refreshUniformsPhong(uniforms, material)
<inner>  
refreshUniformsShadow(uniforms, lights)
<inner>  
removeInstances(objlist, object)
<inner>  
removeInstancesDirect(objlist, object)
<inner>  
removeObject(object, scene)
 
render(scene, camera, renderTarget, forceClear)
 
renderBuffer(camera, lights, fog, material, geometryGroup, object)
 
renderBufferDirect(camera, lights, fog, material, geometry, object)
 
renderBufferImmediate(object, program, material)
 
renderImmediateObject(camera, lights, fog, material, object)
<inner>  
renderObjects(renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial)
<inner>  
renderObjectsImmediate(renderList, materialType, camera, lights, fog, useBlending, overrideMaterial)
<inner>  
renderPlugins(plugins, scene, camera)
 
setBlending(blending, blendEquation, blendSrc, blendDst)
 
setClearColor(color, alpha)
 
setClearColorHex(hex, alpha)
<inner>  
setColorGamma(array, offset, color, intensitySq)
<inner>  
setColorLinear(array, offset, color, intensity)
<inner>  
setCubeTexture(texture, slot)
<inner>  
setCubeTextureDynamic(texture, slot)
<inner>  
 
setDepthTest(depthTest)
 
setDepthWrite(depthWrite)
<inner>  
setDirectBuffers(geometry, hint, dispose)
 
setFaceCulling(cullFace, frontFace)
<inner>  
setLineBuffers(geometry, hint)
<inner>  
setLineWidth(width)
 
setMaterialFaces(material)
<inner>  
setMaterialShaders(material, shaders)
<inner>  
setMeshBuffers(geometryGroup, object, hint, dispose, material)
<inner>  
setParticleBuffers(geometry, hint, object)
<inner>  
setPolygonOffset(polygonoffset, factor, units)
<inner>  
setProgram(camera, lights, fog, material, object)
 
setRenderTarget(renderTarget)
<inner>  
setRibbonBuffers(geometry, hint)
 
setScissor(x, y, width, height)
 
setSize(width, height)
 
setTexture(texture, slot)
<inner>  
setTextureParameters(textureType, texture, isImagePowerOfTwo)
<inner>  
setupFrameBuffer(framebuffer, renderTarget, textureTarget)
<inner>  
setupLights(program, lights)
<inner>  
setupMatrices(object, camera)
<inner>  
setupMorphTargets(material, geometryGroup, object)
<inner>  
setupRenderBuffer(renderbuffer, renderTarget)
 
setViewport(x, y, width, height)
<inner>  
sortFacesByMaterial(geometry, material)
 
<inner>  
<inner>  
<inner>  
updateObject(object)
<inner>  
 
updateShadowMap(scene, camera)
Class Detail
THREE.WebGLRenderer(parameters)
Parameters:
parameters
Method Detail
<inner> addBuffer(objlist, buffer, object)
Parameters:
objlist
buffer
object

<inner> addBufferImmediate(objlist, object)
Parameters:
objlist
object

<inner> addLineNumbers(string)
Parameters:
string

<inner> addObject(object, scene)
Parameters:
object
scene

addPostPlugin(plugin)
Parameters:
plugin

addPrePlugin(plugin)
Parameters:
plugin

<inner> allocateBones(object)
Parameters:
object

<inner> allocateLights(lights)
Parameters:
lights

<inner> allocateShadows(lights)
Parameters:
lights

<inner> areCustomAttributesDirty(material)
Parameters:
material

<inner> bufferGuessNormalType(material)
Parameters:
material

<inner> bufferGuessUVType(material)
Parameters:
material

<inner> bufferGuessVertexColorType(material)
Parameters:
material

<inner> buildProgram(shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters)
Parameters:
shaderID
fragmentShader
vertexShader
uniforms
attributes
defines
parameters

<inner> cacheAttributeLocations(program, identifiers)
Parameters:
program
identifiers

<inner> cacheUniformLocations(program, identifiers)
Parameters:
program
identifiers

<inner> clampToMaxSize(image, maxSize)
Parameters:
image
maxSize

clear(color, depth, stencil)
Parameters:
color
depth
stencil

<inner> clearCustomAttributes(material)
Parameters:
material

clearTarget(renderTarget, color, depth, stencil)
Parameters:
renderTarget
color
depth
stencil

<inner> createLineBuffers(geometry)
Parameters:
geometry

<inner> createMeshBuffers(geometryGroup)
Parameters:
geometryGroup

<inner> createParticleBuffers(geometry)
Parameters:
geometry

<inner> createRibbonBuffers(geometry)
Parameters:
geometry

deallocateMaterial(material)
Parameters:
material

deallocateObject(object)
Parameters:
object

deallocateRenderTarget(renderTarget)
Parameters:
renderTarget

deallocateTexture(texture)
Parameters:
texture

<inner> deleteCustomAttributesBuffers(geometry)
Parameters:
geometry

<inner> deleteLineBuffers(geometry)
Parameters:
geometry

<inner> deleteMeshBuffers(geometryGroup)
Parameters:
geometryGroup

<inner> deleteParticleBuffers(geometry)
Parameters:
geometry

<inner> deleteRibbonBuffers(geometry)
Parameters:
geometry

enableScissorTest(enable)
Parameters:
enable

<inner> filterFallback(f)
Parameters:
f

<inner> generateDefines(defines)
Parameters:
defines

<inner> getBufferMaterial(object, geometryGroup)
Parameters:
object
geometryGroup

getClearAlpha()

getClearColor()

getContext()

getMaxAnisotropy()

<inner> getShader(type, string)
Parameters:
type
string

<inner> getTextureUnit()

<inner> initCustomAttributes(geometry, object)
Parameters:
geometry
object

<inner> initDirectBuffers(geometry)
Parameters:
geometry

<inner> initGL()

<inner> initLineBuffers(geometry, object)
Parameters:
geometry
object

initMaterial(material, lights, fog, object)
Parameters:
material
lights
fog
object

<inner> initMeshBuffers(geometryGroup, object)
Parameters:
geometryGroup
object

<inner> initParticleBuffers(geometry, object)
Parameters:
geometry
object

<inner> initRibbonBuffers(geometry, object)
Parameters:
geometry
object

initWebGLObjects(scene)
Parameters:
scene

<inner> isPowerOfTwo(value)
Parameters:
value

<inner> loadUniformsGeneric(program, uniforms)
Parameters:
program
uniforms

<inner> loadUniformsMatrices(uniforms, object)
Parameters:
uniforms
object

<inner> materialNeedsSmoothNormals(material)
Parameters:
material

<inner> numericalSort(a, b)
Parameters:
a
b

<inner> painterSortStable(a, b)
Parameters:
a
b

<inner> paramThreeToGL(p)
Parameters:
p

<inner> refreshUniformsCommon(uniforms, material)
Parameters:
uniforms
material

<inner> refreshUniformsDash(uniforms, material)
Parameters:
uniforms
material

<inner> refreshUniformsFog(uniforms, fog)
Parameters:
uniforms
fog

<inner> refreshUniformsLambert(uniforms, material)
Parameters:
uniforms
material

<inner> refreshUniformsLights(uniforms, lights)
Parameters:
uniforms
lights

<inner> refreshUniformsLine(uniforms, material)
Parameters:
uniforms
material

<inner> refreshUniformsParticle(uniforms, material)
Parameters:
uniforms
material

<inner> refreshUniformsPhong(uniforms, material)
Parameters:
uniforms
material

<inner> refreshUniformsShadow(uniforms, lights)
Parameters:
uniforms
lights

<inner> removeInstances(objlist, object)
Parameters:
objlist
object

<inner> removeInstancesDirect(objlist, object)
Parameters:
objlist
object

<inner> removeObject(object, scene)
Parameters:
object
scene

render(scene, camera, renderTarget, forceClear)
Parameters:
scene
camera
renderTarget
forceClear

renderBuffer(camera, lights, fog, material, geometryGroup, object)
Parameters:
camera
lights
fog
material
geometryGroup
object

renderBufferDirect(camera, lights, fog, material, geometry, object)
Parameters:
camera
lights
fog
material
geometry
object

renderBufferImmediate(object, program, material)
Parameters:
object
program
material

renderImmediateObject(camera, lights, fog, material, object)
Parameters:
camera
lights
fog
material
object

<inner> renderObjects(renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial)
Parameters:
renderList
reverse
materialType
camera
lights
fog
useBlending
overrideMaterial

<inner> renderObjectsImmediate(renderList, materialType, camera, lights, fog, useBlending, overrideMaterial)
Parameters:
renderList
materialType
camera
lights
fog
useBlending
overrideMaterial

<inner> renderPlugins(plugins, scene, camera)
Parameters:
plugins
scene
camera

setBlending(blending, blendEquation, blendSrc, blendDst)
Parameters:
blending
blendEquation
blendSrc
blendDst

setClearColor(color, alpha)
Parameters:
color
alpha

setClearColorHex(hex, alpha)
Parameters:
hex
alpha

<inner> setColorGamma(array, offset, color, intensitySq)
Parameters:
array
offset
color
intensitySq

<inner> setColorLinear(array, offset, color, intensity)
Parameters:
array
offset
color
intensity

<inner> setCubeTexture(texture, slot)
Parameters:
texture
slot

<inner> setCubeTextureDynamic(texture, slot)
Parameters:
texture
slot

<inner> setDefaultGLState()

setDepthTest(depthTest)
Parameters:
depthTest

setDepthWrite(depthWrite)
Parameters:
depthWrite

<inner> setDirectBuffers(geometry, hint, dispose)
Parameters:
geometry
hint
dispose

setFaceCulling(cullFace, frontFace)
Parameters:
cullFace
frontFace

<inner> setLineBuffers(geometry, hint)
Parameters:
geometry
hint

<inner> setLineWidth(width)
Parameters:
width

setMaterialFaces(material)
Parameters:
material

<inner> setMaterialShaders(material, shaders)
Parameters:
material
shaders

<inner> setMeshBuffers(geometryGroup, object, hint, dispose, material)
Parameters:
geometryGroup
object
hint
dispose
material

<inner> setParticleBuffers(geometry, hint, object)
Parameters:
geometry
hint
object

<inner> setPolygonOffset(polygonoffset, factor, units)
Parameters:
polygonoffset
factor
units

<inner> setProgram(camera, lights, fog, material, object)
Parameters:
camera
lights
fog
material
object

setRenderTarget(renderTarget)
Parameters:
renderTarget

<inner> setRibbonBuffers(geometry, hint)
Parameters:
geometry
hint

setScissor(x, y, width, height)
Parameters:
x
y
width
height

setSize(width, height)
Parameters:
width
height

setTexture(texture, slot)
Parameters:
texture
slot

<inner> setTextureParameters(textureType, texture, isImagePowerOfTwo)
Parameters:
textureType
texture
isImagePowerOfTwo

<inner> setupFrameBuffer(framebuffer, renderTarget, textureTarget)
Parameters:
framebuffer
renderTarget
textureTarget

<inner> setupLights(program, lights)
Parameters:
program
lights

<inner> setupMatrices(object, camera)
Parameters:
object
camera

<inner> setupMorphTargets(material, geometryGroup, object)
Parameters:
material
geometryGroup
object

<inner> setupRenderBuffer(renderbuffer, renderTarget)
Parameters:
renderbuffer
renderTarget

setViewport(x, y, width, height)
Parameters:
x
y
width
height

<inner> sortFacesByMaterial(geometry, material)
Parameters:
geometry
material

supportsVertexTextures()

<inner> unrollBufferMaterial(globject)
Parameters:
globject

<inner> unrollImmediateBufferMaterial(globject)
Parameters:
globject

<inner> updateObject(object)
Parameters:
object

<inner> updateRenderTargetMipmap(renderTarget)
Parameters:
renderTarget

updateShadowMap(scene, camera)
Parameters:
scene
camera

Documentation generated by JsDoc Toolkit 2.4.0 on Wed Jan 02 2013 08:19:41 GMT+0100 (CET)

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