How to use the WebGLCubeRenderTarget function from three
Find comprehensive JavaScript three.WebGLCubeRenderTarget code examples handpicked from public code repositorys.
GitHub: shaungt1/sketch-threejs
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const THREE = require('three'); export default class Hill { constructor() { var cubeRenderTarget = new THREE.WebGLCubeRenderTarget(128); this.cubeCamera = new THREE.CubeCamera(1, 15000, cubeRenderTarget); this.instances = 6; this.uniforms = { time: {
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textureEncoding: THREE.sRGBEncoding, addEquiRectangularMap(path, renderer, scene) { const loader = new THREE.TextureLoader(); const texture = loader.load(path, () => { const rt = new THREE.WebGLCubeRenderTarget(texture.image.height); rt.fromEquirectangularTexture(renderer, texture); scene.background = rt.texture; }); },
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sky_uniforms['rayleigh'].value = 2 sky_uniforms['luminance'].value = 1 sky_uniforms['mieCoefficient'].value = 0.005 sky_uniforms['mieDirectionalG'].value = 0.8 cube_render_target = new THREE.WebGLCubeRenderTarget(512, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter })
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+ 2 other calls in file
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