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Description
This cycle I was hoping to do some API design clean up in the Scene
object.
This is the current thinking:
Background
Taking #16900 and #17199 into account...
scene.background = new THREE.ColorBackground( color );
scene.background = new THREE.TextureBackground( texture, { fit: 'contain' } );
scene.background = new THREE.CubeTextureBackground( texture, { blurriness: 0.5, rotation: 90 * THREE.Math.DEG2RAD } );
Note: When using THREE.CubeTextureBackground
, all meshes in the scene will use it as material.envMap
by default so it'll be easier for users to get good looking results.
Fog
Taking #17355 into account...
scene.fog = new THREE.RangeFog( color, near, far );
scene.fog = new THREE.ExponentialFog( color, density );
scene.fog = new THREE.ExponentialSquaredFog( color, density );
Shadow
I thought that we could also move WebGLRenderer.shadowMap
to Scene
as Scene.shadow
so it can be serialised (and will allow us to do some API redesign too).
scene.shadow = new THREE.PCFShadow();
scene.shadow = new THREE.VSMShadow();
scene.shadow = new THREE.PCSSShadow();
Suggestions? Improvements?
/cc @WestLangley @Mugen87 @bhouston @sunag @DanielSturk @supereggbert @EliasHasle
pimdewit, chubei-oppen and nyan-leftMugen87, DanielSturk, sunag, EliasHasle, supereggbert and 13 more