WebGLRenderer.html 22.0 KB
Newer Older
1 2 3
<!DOCTYPE html>
<html lang="en">
	<head>
D
dubejf 已提交
4
		<meta charset="utf-8" />
M
Mr.doob 已提交
5 6 7 8
		<base href="../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
9 10 11
	</head>
	<body>
		<h1>[name]</h1>
M
Mr.doob 已提交
12

L
Lewy Blue 已提交
13 14 15 16
		<div class="desc">
			The WebGL renderer displays your beautifully crafted scenes using
			[link:https://en.wikipedia.org/wiki/WebGL WebGL].
		</div>
M
Mr.doob 已提交
17

18
		<h2>Constructor</h2>
M
Mr.doob 已提交
19

20
		<h3>[name]( [page:Object parameters] )</h3>
21
		<div>
L
Lewy Blue 已提交
22
		[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
23
			The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
L
Lewy Blue 已提交
24 25 26 27 28 29
			when parameters are missing. The following are valid parameters:<br /><br />

		[page:DOMElement canvas] - A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
		where the renderer draws its output.
		This corresponds to the [page:WebGLRenderer.domElement domElement] property below.
		If not passed in here, a new canvas element will be created.<br />
S
sole 已提交
30

31

L
Lewy Blue 已提交
32 33 34
		[page:WebGLRenderingContext context] - This can be used to attach the renderer to an existing
	  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].
		Default is null.<br />
35

L
Lewy Blue 已提交
36 37 38
		[page:String precision] - Shader precision. Can be *"highp"*, *"mediump"* or *"lowp"*.
		Defaults to *"highp"* if supported by the device. See the note in "Things to Avoid"
		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices here].<br />
M
Mr.doob 已提交
39

L
Lewy Blue 已提交
40 41
		[page:Boolean alpha] - whether the canvas contains an alpha (transparency) buffer or not.
	  Default is *false*.<br />
M
Mr.doob 已提交
42

L
Lewy Blue 已提交
43 44 45
		[page:Boolean premultipliedAlpha] - whether the renderer will assume that colors have
		[link:https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#Premultiplied_alpha premultiplied alpha].
		Default is *true*.<br />
S
sole 已提交
46

L
Lewy Blue 已提交
47
		[page:Boolean antialias] - whether to perform antialiasing. Default is *false*.<br />
S
sole 已提交
48

L
Lewy Blue 已提交
49 50 51
		[page:Boolean stencil] - whether the drawing buffer has a
		[link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer] of at least 8 bits.
		Default is *true*.<br />
S
sole 已提交
52

L
Lewy Blue 已提交
53 54
		[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers until manually cleared
	  or overwritten. Default is *false*.<br />
S
sole 已提交
55

L
Lewy Blue 已提交
56 57 58
		[page:Boolean depth] - whether the drawing buffer has a
		[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits.
		Default is *true*.<br />
59

L
Lewy Blue 已提交
60 61 62
		[page:Boolean logarithmicDepthBuffer] -  whether to use a logarithmic depth buffer. It may
		be neccesary to use this if dealing with huge differences in scale in a single scene.
		Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
63 64 65
		</div>

		<h2>Properties</h2>
S
sole 已提交
66

67
		<h3>[property:Boolean autoClear]</h3>
L
Lewy Blue 已提交
68
		<div>Defines whether the renderer should automatically clear its output before rendering a frame.</div>
S
sole 已提交
69 70


71
		<h3>[property:Boolean autoClearColor]</h3>
L
Lewy Blue 已提交
72 73 74 75
		<div>
			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
			Default is *true*.
		</div>
S
sole 已提交
76 77


78
		<h3>[property:Boolean autoClearDepth]</h3>
L
Lewy Blue 已提交
79 80 81 82
		<div>
			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
			Default is *true*.
		</div>
S
sole 已提交
83 84


85
		<h3>[property:Boolean autoClearStencil]</h3>
L
Lewy Blue 已提交
86 87 88 89
		<div>
			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
			Default is *true*.
		</div>
S
sole 已提交
90

91 92
		<h3>[property:Object capabilities]</h3>
		<div>
93
		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
94

95 96
		- [property:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
			According to [link:https://webglstats.com/ WebGLStats], as of February 2016 over 95% of WebGL enabled devices support this.<br />
97 98 99
		- [property:Boolean floatVertexTextures]: *true* if [property:Boolean floatFragmentTextures] and [property:Boolean vertexTextures] are both true.<br />
		- [property:Method getMaxAnisotropy](): see [page:WebGLRenderer.getMaxAnisotropy getMaxAnisotropy] below. <br />
		- [property:Method getMaxPrecision](): see [page:WebGLRenderer.getMaxPrecision getMaxPrecision] below. <br />
100 101 102
		- [property:Boolean logarithmicDepthBuffer]: *true* if the [property:parameter logarithmicDepthBuffer] was set to true in the constructor and
		the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.
			According to [link:https://webglstats.com/ WebGLStats], as of February 2016 around 66% of WebGL enabled devices support this.<br />
103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120
		- [property:Integer maxAttributes]: The value of *gl.MAX_VERTEX_ATTRIBS*.<br />
		- [property:Integer maxCubemapSize]: The value of *gl.MAX_CUBE_MAP_TEXTURE_SIZE*.
		Maximum height * width of cube map textures that a shader can use.<br />
		- [property:Integer maxFragmentUniforms]: The value of *gl.MAX_FRAGMENT_UNIFORM_VECTORS*.
		  The number of uniforms that can be used by a fragment shader.<br />
		- [property:Integer maxTextureSize]: The value of *gl.MAX_TEXTURE_SIZE*.
		Maximum height * width of a texture that a shader use.<br />
		- [property:Integer maxTextures]: The value of *gl.MAX_TEXTURE_IMAGE_UNITS*.
		  The maximum number of textures that can be used by a shader.<br />
		- [property:Integer maxVaryings]: The value of *gl.MAX_VARYING_VECTORS*.
		  The number of varying vectors that can used by shaders.<br />
		- [property:Integer maxVertexTextures]: The value of *gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS*.
		   The number of textures that can be used in a vertex shader.<br />
		- [property:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
		   The maximum number of uniforms that can be used in a vertex shader.<br />
		- [property:String precision]: The shader precision currently being used by the renderer.<br />
		- [property:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
		</div>
S
sole 已提交
121

122 123 124 125 126 127
		<h3>[property:Array clippingPlanes]</h3>
		<div>
		User-defined clipping planes specified as THREE.Plane objects in world space.
			These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
		 Default is [].
		</div>
S
sole 已提交
128

129 130
		<h3>[property:WebGLRenderingContext context]</h3>
		<div>
131
		The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
132
		  from its [page:WebGLRenderer.domElement domElement][page:WebGLRenderer.domElement domElement] by default, using
133
			[link:https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
S
sole 已提交
134

135 136 137
		You can create this manually, however it must correspond to the
		[page:WebGLRenderer.domElement domElement] in order to render to the screen.
		</div>
S
sole 已提交
138

139 140 141 142 143 144 145 146 147 148 149 150
		<h3>[property:DOMElement domElement]</h3>
		<div>
		A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
			This is automatically created by the renderer in the constructor (if not provided already);
			you just need to add it to your page like so:<br />
		<code>
			document.body.appendChild( renderer.domElement );
		</code>
	  </div>

		<h3>[property:Object extensions]</h3>
		<div>
151 152
		A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
		various WebGL extensions are supported.
153
		</div>
S
sole 已提交
154

W
WestLangley 已提交
155
		<h3>[property:Float gammaFactor]</h3>
156
		<div>Default is *2*. </div>
T
tschw 已提交
157 158


159 160
		<h3>[property:Boolean gammaInput]</h3>
		<div>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</div>
T
tschw 已提交
161 162


163 164
		<h3>[property:Boolean gammaOutput]</h3>
		<div>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</div>
T
tschw 已提交
165

166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187
		<h3>[property:Object info]</h3>
		<div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
		<div>
		<ul>
			<li>memory:
				<ul>
					<li>geometries</li>
					<li>textures</li>
				</ul>
			</li>
			<li>render:
				<ul>
					<li>calls</li>
					<li>vertices</li>
					<li>faces</li>
					<li>points</li>
				</ul>
			</li>
			<li>programs
			</li>
		</ul>
		</div>
T
tschw 已提交
188

189 190
		<h3>[property:Boolean localClippingEnabled]</h3>
		<div>Defines whether the renderer respects object-level clipping planes. Default is *false*.</div>
S
sole 已提交
191

192 193 194 195 196
		<h3>[property:Integer maxMorphTargets]</h3>
		<div>
		Default is 8. The maximum number of MorphTargets allowed in a shader.
			Keep in mind that the standard materials only allow 8 MorphTargets.
		</div>
S
sole 已提交
197

198 199 200 201 202
		<h3>[property:Integer maxMorphNormals]</h3>
		<div>
		Default is 4. The maximum number of MorphNormals allowed in a shader.
			Keep in mind that the standard materials only allow 4 MorphNormals.
		</div>
S
sole 已提交
203

204 205 206 207 208
		<h3>[property:Integer physicallyCorrectLights]</h3>
		<div>
		Whether to use physically correct lighting mode. Default is *false*.
		See the [example:webgl_lights_physical lights / physical] example.
		</div>
S
sole 已提交
209

210 211 212 213
		<h3>[property:Object properties]</h3>
		<div>
		Used internally by the renderer to keep track of various sub object properties.
		</div>
S
sole 已提交
214

A
aardgoose 已提交
215 216
		<h3>[property:WebGLRenderLists renderLists]</h3>
		<div>
A
aardgoose 已提交
217
		Used internally to handle ordering of scene object rendering.
A
aardgoose 已提交
218 219
		</div>

220 221
		<h3>[property:WebGLShadowMap shadowMap]</h3>
		<div>
222
		This contains the reference to the shadow map, if used.
223
		</div>
S
sole 已提交
224

225
		<h3>[property:Boolean shadowMap.enabled]</h3>
226
		<div>If set, use shadow maps in the scene. Default is *false*.</div>
S
sole 已提交
227

228 229
		<h3>[property:Boolean shadowMap.autoUpdate]</h3>
		<div>Enables automatic updates to the shadows in the scene. Default is *true*.</div>
230
		<div>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</div>
231 232

		<h3>[property:Boolean shadowMap.needsUpdate]</h3>
233
		<div>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </div>
234 235
		<div>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</div>

236
		<h3>[property:Integer shadowMap.type]</h3>
237
		<div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
238
		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:WebGLRenderer WebGLRenderer constants] for details.</div>
S
sole 已提交
239

T
tschw 已提交
240
		<h3>[property:Boolean shadowMap.renderReverseSided]</h3>
241 242 243 244 245
		<div>
		Whether to render the opposite side as specified by the material into the shadow map.
			When disabled, an appropriate shadow.bias must be set on the light source for surfaces that can
			both cast and receive shadows at the same time to render correctly. Default is *true*.
		</div>
S
sole 已提交
246

T
tschw 已提交
247
		<h3>[property:Boolean shadowMap.renderSingleSided]</h3>
248 249 250 251 252 253
		<div>
		Whether to treat materials specified as double-sided as if they were specified as front-sided
		when rendering the shadow map. When disabled, an appropriate shadow.bias must be set on the light
		source for surfaces that can both cast and receive shadows at the same time to render correctly.
		Default is *true*.
		</div>
S
sole 已提交
254

255 256 257
		<h3>[property:Boolean sortObjects]</h3>
		<div>
		Defines whether the renderer should sort objects. Default is *true*.<br /><br />
S
sole 已提交
258

259 260 261
		Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
		By definition, sorting objects may not work in all cases.  Depending on the needs of application,
		it may be neccessary to turn off sorting and use other methods to deal with transparency
262
		rendering e.g. manually determining each object's rendering order.
263
		</div>
S
sole 已提交
264

265 266 267 268
		<h3>[property:Object state]</h3>
		<div>
		Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
		</div>
S
sole 已提交
269

270 271 272 273
		<h3>[property:Constant toneMapping]</h3>
		<div>
		Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
		</div>
S
sole 已提交
274

275 276 277 278
		<h3>[property:Number toneMappingExposure]</h3>
		<div>
		Exposure level of tone mapping. Default is *1*.
		</div>
S
sole 已提交
279

280
		<h3>[property:Number toneMappingWhitePoint]</h3>
281
		<div>
282
		Tone mapping white point. Default is *1*.
283
		</div>
M
Mr.doob 已提交
284

285
		<h2>Methods</h2>
M
Mr.doob 已提交
286

287
		<h3>[method:Integer allocTextureUnit]</h3>
288
		<div>
289 290 291
		Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
		more texture units than the GPU supports. This is mainly used internally.
		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
292 293
		</div>

294
		<h3>[method:null clear]( [page:Boolean color], [page:Boolean depth], [page:Boolean stencil] )</h3>
295
		<div>
296 297 298
		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
			This method initializes the color buffer to the current clear color value.<br />
		Arguments default to *true*.
299
		</div>
M
Mr.doob 已提交
300

301 302 303 304 305 306 307 308 309 310
		<h3>[method:null clearColor]( )</h3>
		<div>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</div>

		<h3>[method:null clearDepth]( )</h3>
		<div>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</div>

		<h3>[method:null clearStencil]( )</h3>
		<div>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</div>

		<h3>[method:null clearTarget]([page:WebGLRenderTarget renderTarget], [page:boolean color], [page:boolean depth], [page:boolean stencil])</h3>
311
		<div>
312 313 314 315
		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
		color -- If set, then the color gets cleared. <br />
		depth -- If set, then the depth gets cleared. <br />
		stencil -- If set, then the stencil gets cleared.
316
		</div>
317
		<div>
318
		This method clears a rendertarget. To do this, it activates the rendertarget.
319
		</div>
T
tschw 已提交
320

321 322
		<h3>[method:null compile]( [page:Scene scene], [page:Camera camera] )</h3>
		<div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
M
Mr.doob 已提交
323

324 325
		<h3>[method:null dispose]( )</h3>
		<div>Dispose of the current rendering context.</div>
X
Xiangyun Chi 已提交
326

327 328 329 330
		<h3>[method:Object extensions.get]( [page:String extensionName] )</h3>
		<div>
		Used to check whether various extensions are supported and returns an object with details of the extension if available.
		This method can check for the following extensions:<br /><br />
X
Xiangyun Chi 已提交
331

332 333 334 335 336 337
		- *WEBGL_depth_texture*<br />
		- *EXT_texture_filter_anisotropic*<br />
		- *WEBGL_compressed_texture_s3tc*<br />
		- *WEBGL_compressed_texture_pvrtc*<br />
		- *WEBGL_compressed_texture_etc1*
		</div>
S
sole 已提交
338

339 340 341 342 343 344
		<h3>[method:null forceContextLoss]( )</h3>
		<div>
		Simulate loss of the WebGL context. This requires support for the
			[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
		According to [link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
		</div>
S
sole 已提交
345

346 347
		<h3>[method:Float getClearAlpha]()</h3>
		<div>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</div>
S
sole 已提交
348

349 350
		<h3>[method:Color getClearColor]()</h3>
		<div>Returns a [page:Color THREE.Color] instance with the current clear color.</div>
S
sole 已提交
351

352 353
		<h3>[method:WebGLRenderingContext getContext]()</h3>
		<div>Return the current WebGL context.</div>
354

355 356
		<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
		<div>Returns an object that describes the attributes set on the WebGL context when it was created.</div>
S
sole 已提交
357

358 359
		<h3>[method:RenderTarget getCurrentRenderTarget](  )</h3>
		<div>Returns the current RenderTarget, if any.</div>
S
sole 已提交
360

361 362
		<h3>[method:Number getMaxAnisotropy]()</h3>
		<div>This returns the anisotropy level of the textures.</div>
S
sole 已提交
363

W
WestLangley 已提交
364
		<h3>[method:Object getDrawingBufferSize]()</h3>
365 366
		<div>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</div>

367 368
		<h3>[method:number getPixelRatio]()</h3>
		<div>Returns current device pixel ratio used.</div>
S
sole 已提交
369

370 371
		<h3>[method:string getPrecision]()</h3>
		<div>This gets the precision used by the shaders. It returns "highp","mediump" or "lowp".</div>
S
sole 已提交
372

373 374
		<h3>[method:Object getSize]()</h3>
		<div>Returns an object containing the width and height of the renderer's output canvas, in pixels.</div>
S
sole 已提交
375

376 377
		<h3>[method:null resetGLState]( )</h3>
		<div>Reset the GL state to default. Called internally if the WebGL context is lost.</div>
S
sole 已提交
378

379 380 381 382 383 384
		<h3>[method:null readRenderTargetPixels]( [page:WebGLRenderTarget renderTarget], [page:Float x], [page:Float y], [page:Float width], [page:Float height], buffer )</h3>
		<div>Reads the pixel data from the renderTarget into the buffer you pass in.
			Buffer should be a Javascript Uint8Array instantiated with
			new Uint8Array( renderTargetWidth * renderTargetWidth * 4 ) to account for size and color
			information. This is a wrapper around gl.readPixels.<br />
		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
M
Mr.doob 已提交
385
		</div>
S
sole 已提交
386

387 388 389
		<h3>[method:null render]( [page:Scene scene], [page:Camera camera], [page:WebGLRenderTarget renderTarget], [page:Boolean forceClear] )</h3>
		<div>
			Render a [page:Scene scene] using a [page:Camera camera].<br />
S
sole 已提交
390

391
			The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
S
sole 已提交
392

393 394
			If [page:Boolean forceClear] is *true*, the depth, stencil and color buffers will be cleared
			before rendering even if the renderer's [page:WebGLRenderer.autoClear autoClear] property is false.<br />
S
sole 已提交
395

396 397 398
			Even with forceClear set to true you can prevent certain buffers being cleared by setting
			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
		</div>
S
sole 已提交
399

400 401
		<h3>[method:null renderBufferDirect]( [page:Camera camera], [page:Array lights], [page:Fog fog], [page:Material material], [page:Object geometryGroup], [page:Object3D object] )</h3>
		<div>Render a buffer geometry group using the camera and with the specified material.</div>
S
sole 已提交
402

403
		<h3>[method:null renderBufferImmediate]( [page:Object3D object], [page:shaderprogram program], [page:Material shading] )</h3>
L
Lewy Blue 已提交
404 405 406
		<div>object - an instance of [page:Object3D]<br />
		program - an instance of shaderProgram<br />
		shading - an instance of Material<br /><br />
S
sole 已提交
407

408 409
		Render an immediate buffer. Gets called by renderImmediateObject.
		</div>
410

411 412
		<h3>[method:null setClearAlpha]( [page:Float alpha] )</h3>
		<div>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</div>
S
sole 已提交
413

414 415
		<h3>[method:null setClearColor]( [page:Color color], [page:Float alpha] )</h3>
		<div>Sets the clear color and opacity.</div>
S
sole 已提交
416

417
		<h3>[method:null setFaceCulling]( [page:Renderer cullFace], [page:Renderer frontFace] )</h3>
418
		<div>
419
		See [page:Renderer WebGLRenderer constants] for all possible values for [page:Renderer cullFace] and [page:Renderer frontFace].<br />
420
		Used for setting the gl.frontFace and gl.cullFace states in the GPU, thus enabling/disabling face culling when rendering.<br />
421
		If cullFace is set to [page:Renderer CullFaceNone], culling will be disabled.<br />
422
		</div>
423

424 425
		<h3>[method:null setPixelRatio]( [page:number value] )</h3>
		<div>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</div>
426

G
Greg Tatum 已提交
427
		<h3>[method:null setRenderTarget]( [page:WebGLRenderTarget renderTarget] )</h3>
G
gero3 已提交
428
		<div>
429
		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
430
		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
G
gero3 已提交
431
		</div>
M
Mr.doob 已提交
432

433
		<h3>[method:null setScissor]( [page:Integer x], [page:Integer y], [page:Integer width], [page:Integer height] )</h3>
C
cjshannon 已提交
434
		<div>
435
		Sets the scissor area from (x, y) to (x + width, y + height)
C
cjshannon 已提交
436 437
		</div>

438
		<h3>[method:null setScissorTest]( [page:Boolean boolean] )</h3>
C
cjshannon 已提交
439
		<div>
M
Mr.doob 已提交
440 441
		Enable or disable the scissor test. When this is enabled, only the pixels within the defined
			scissor area will be affected by further renderer actions.
C
cjshannon 已提交
442 443
		</div>

444
		<h3>[method:Boolean supportsVertexTextures]()</h3>
C
cjshannon 已提交
445
		<div>
446 447
		Return a [page:Boolean] true if the context supports vertex textures.
		This has been deprecated in favour of [page:WebGLRenderer.capabilities capabilities.vertexTexures].
C
cjshannon 已提交
448 449
		</div>

450
		<h3>[method:null setSize]( [page:Integer width], [page:Integer height], [page:Boolean updateStyle] )</h3>
C
cjshannon 已提交
451
		<div>
452 453 454
		Resizes the output canvas to (width, height) with device pixel ratio taken into account,
			and also sets the viewport to fit that size, starting in (0, 0).
			Setting [page:Boolean updateStyle] to true adds explicit pixel units to the output canvas style.
C
cjshannon 已提交
455 456
		</div>

457
		<h3>[method:null setTexture2D]( [page:Texture texture], [page:number slot] )</h3>
C
cjshannon 已提交
458
		<div>
459 460
		texture -- The [page:Texture texture] that needs to be set.<br />
		slot -- The number indicating which slot should be used by the texture.<br /><br />
C
cjshannon 已提交
461

462 463 464 465
		This method sets the correct texture to the correct slot for the WebGL shader.
		The slot number can be found as a value of the uniform of the sampler.<br /><br />

		Note: This method replaces the older [method:null setTexture] method.
C
cjshannon 已提交
466
		</div>
467 468

		<h3>[method:null setTextureCube]( [page:CubeTexture cubeTexture], [page:Number slot] )</h3>
C
cjshannon 已提交
469
		<div>
470 471 472 473 474
		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
		slot -- The number indicating which slot should be used by the texture.<br /><br />

		This method sets the correct texture to the correct slot for the WebGL shader.
		The slot number can be found as a value of the uniform of the sampler.
C
cjshannon 已提交
475 476
		</div>

477 478 479
		<h3>[method:null setViewport]( [page:Integer x], [page:Integer y], [page:Integer width], [page:Integer height] )</h3>
		<div>Sets the viewport to render from (x, y) to (x + width, y + height).</div>

480
		<h2>Source</h2>
M
Mr.doob 已提交
481

482 483 484
		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
	</body>
</html>