<divclass="desc">[name] can be used to create a decal mesh that serves different kinds of purposes e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.</div>
<pclass="desc">[name] can be used to create a decal mesh that serves different kinds of purposes e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.</p>
<script>
...
...
@@ -32,7 +32,7 @@
<h2>Example</h2>
<div>[example:webgl_decals decals ]</div>
<p>[example:webgl_decals decals ]</p>
<code>var geometry = new THREE.DecalGeometry( mesh, position, orientation, size );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.babylon</em> file.<br/>
[page:function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.<br/>
[page:function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call onLoad with the parsed response content.
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.gltf</em> or <em>.glb</em> file.<br/>
[page:Function onLoad] — A function to be called after the loading is successfully completed. The function receives the loaded JSON response returned from [page:Function parse].<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call the callback function with the parsed response content.
[page:DRACOLoader dracoLoader] — Instance of THREE.DRACOLoader, to be used for decoding assets compressed with the KHR_draco_mesh_compression extension.
</div>
<div>
</p>
<p>
Refer to this [link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/draco#readme readme] for the details of Draco and its decoder.
[page:ArrayBuffer data] — glTF asset to parse, as an ArrayBuffer or <em>JSON</em> string.<br/>
[page:String path] — The base path from which to find subsequent glTF resources such as textures and .bin data files.<br/>
[page:Function onLoad] — A function to be called when parse completes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.<br/>
</div>
<div>
</p>
<p>
Parse a glTF-based ArrayBuffer or <em>JSON</em> String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:object] that contains loaded parts: .[page:Scene scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].
[page:Function functionCodeBuilder] - Function that is invoked with funcBuildObject and funcBuildSingleton that allows stringification of objects and singletons.<br>
Array of [page:String libLocations] - URL of libraries that shall be added to worker code relative to libPath.<br>
[page:String libPath] - Base path used for loading libraries.<br>
[page:LoaderSupport.WorkerRunnerRefImpl runnerImpl] - The default worker parser wrapper implementation (communication and execution). An extended class could be passed here.
</div>
<div>
</p>
<p>
Validate the status of worker code and the derived worker.
[page:String url] — A string containing the path/URL of the <em>.mtl</em> file.<br/>
[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and return the loaded material.
Set base path for resolving texture references. If set this path will be prepended found texture reference. If not set and setPath is, it will be used as texture base path.
<li>side: Which side to apply the material. THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide</li>
...
...
@@ -81,19 +81,19 @@
<li>ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's. Default: false</li>
<li>invertTrProperty: Use values 1 of Tr field for fully opaque. This option is useful for obj exported from 3ds MAX, vcglib or meshlab. Default: false</li>
<divclass="desc">A loader for loading a <em>.obj</em> resource.<br/>
<pclass="desc">A loader for loading a <em>.obj</em> resource.<br/>
The <ahref="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ file format</a> is a simple data-format
that represents 3D geometry in a human readable format as the position of each vertex, the UV position of
each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of
vertices, and texture vertices.
</div>
</p>
<h2>Example</h2>
...
...
@@ -56,12 +56,12 @@
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<div>
<p>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.obj</em> file.<br/>
[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call onLoad with the parsed response content.
[page:LoadingManager manager] - The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br>
[page:LoaderSupport.ConsoleLogger logger] - logger to be used
</div>
<div>
</p>
<p>
Use [name] to load OBJ data from files or to parse OBJ data from arraybuffer or text.
[page:String url] - A string containing the path/URL of the file to be loaded.<br>
[page:Function onLoad] - A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.<br>
[page:Function onProgress] - (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br>
[page:Function onError] - (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br>
[page:Function onMeshAlter] - (optional) A function to be called after a new mesh raw data becomes available for alteration.<br>
[page:boolean useAsync] - (optional) If true, uses async loading with worker, if false loads data synchronously.
</div>
<div>
</p>
<p>
Use this convenient method to load a file at the given URL. By default the fileLoader uses an ArrayBuffer.
<divclass="desc">A loader for loading a <em>.pcd</em> resource. <br/>
<pclass="desc">A loader for loading a <em>.pcd</em> resource. <br/>
Point Cloud Data is a file format for <ahref="https://en.wikipedia.org/wiki/Point_Cloud_Library">Point Cloud Library</a>. <br/>
Loader support ascii and binary. Compressed binary files are not supported.
</div>
</p>
<h2>Example</h2>
...
...
@@ -54,44 +54,44 @@
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<div>
<p>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.pcd</em> file.<br/>
[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call onLoad with the parsed response content.
<divclass="desc">A loader for loading a <em>.pdb</em> resource.<br>
<pclass="desc">A loader for loading a <em>.pdb</em> resource.<br>
The <ahref="http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format)">Protein Data Bank</a> file format is a textual file describing the three-dimensional structures of molecules.
</div>
</p>
<h2>Example</h2>
...
...
@@ -56,12 +56,12 @@
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<div>
<p>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.pdb</em> file.<br/>
[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the object having the following properties. [page:BufferGeometry geometryAtoms], [page:BufferGeometry geometryBonds] and the [page:Object JSON] structure.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call onLoad with the parsed response content.
<divclass="desc">A loader for loading a <em>.prwm</em> resource.<br/>
<pclass="desc">A loader for loading a <em>.prwm</em> resource.<br/>
Packed Raw WebGL Model is an open-source binary file format for nD geometries specifically designed for
JavaScript and WebGL with a strong focus on fast parsing (from 1ms to 0.1ms in Chrome 59
on a MBP Late 2013). The parsing of PRWM file is especially fast when the endianness of the file is
the same as the endianness of the client platform. More information
on this <ahref="https://github.com/kchapelier/PRWM">here</a>.
</div>
</p>
<h2>Example</h2>
...
...
@@ -57,12 +57,12 @@
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<div>
<p>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.prwm</em> file. Any <em>*</em> character in the URL will be automatically replaced by <em>le</em> or <em>be</em> depending on the platform endianness.<br/>
[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:BufferGeometry] as an argument.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call onLoad with the parsed response content.
<divclass="desc">A loader for loading a <em>.svg</em> resource.<br>
<pclass="desc">A loader for loading a <em>.svg</em> resource.<br>
<ahref="https://en.wikipedia.org/wiki/Scalable_Vector_Graphics">Scalabe Vector Graphics</a> is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.
</div>
</p>
<h2>Example</h2>
...
...
@@ -51,12 +51,12 @@
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<div>
<p>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.svg</em> file.<br/>
[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the loaded [page:SVGDocument] as an argument.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and call onLoad with the response content.
<divclass="desc">A loader for loading a <em>.tga</em> resource. <br/>
<pclass="desc">A loader for loading a <em>.tga</em> resource. <br/>
<ahref="https://en.wikipedia.org/wiki/Truevision_TGA">TGA</a> is a raster graphics, image file format.
</div>
</p>
<h2>Example</h2>
...
...
@@ -55,26 +55,26 @@
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<div>
<p>
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
[page:String url] — A string containing the path/URL of the <em>.tga</em> file. <br/>
[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:DataTexture] as an argument.<br/>
[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br/>
[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br/>
</div>
<div>
</p>
<p>
Begin loading from url and pass the loaded [page:DataTexture texture] to onLoad. The [page:DataTexture texture] is also directly returned for immediate use (but may not be fully loaded).
[page:VertexNode vertex] - [page:VertexNode] A reference to its destination vertex.<br/><br/>
[page:Face face] - [page:Face] A reference to its face.<br/>
</div>
</p>
<h2>Properties</h2>
<h3>[property:VertexNode vertex]</h3>
<div>
<p>
Reference to the destination vertex. The origin vertex can be obtained by querying the destination of its twin, or of the previous half-edge. Default is undefined.
</div>
</p>
<h3>[property:HalfEdge prev]</h3>
<div>
<p>
Reference to the previous half-edge of the same face. Default is null.
</div>
</p>
<h3>[property:HalfEdge next]</h3>
<div>
<p>
Reference to the next half-edge of the same face. Default is null.
</div>
</p>
<h3>[property:HalfEdge twin]</h3>
<div>
<p>
Reference to the twin half-edge to reach the opposite face. Default is null.
</div>
</p>
<h3>[property:Face face]</h3>
<div>
<p>
Each half-edge bounds a single face and thus has a reference to that face. Default is undefined.
</div>
</p>
<h2>Methods</h2>
<h3>[method:VertexNode head]()</h3>
<div>Returns the destintation vertex.</div>
<p>Returns the destintation vertex.</p>
<h3>[method:VertexNode tail]()</h3>
<div>Returns the origin vertex.</div>
<p>Returns the origin vertex.</p>
<h3>[method:Float length]()</h3>
<div>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
(straight-line length) of the edge.</div>
<p>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
(straight-line length) of the edge.</p>
<h3>[method:Float lengthSquared]()</h3>
<div>Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
(straight-line length) of the edge.</div>
<p>Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
General information about the Quickhull algorithm: Dirk Gregorius. March 2014, Game Developers Conference: [link:http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf Implementing QuickHull].
</div>
</p>
<h2>Constructor</h2>
<h3>[name]()</h3>
</div>
<p>
</p>
<h2>Properties</h2>
<h3>[property:Float tolerance]</h3>
<div>
<p>
The epsilon value that is used for internal comparative operations. The calculation of this value depends on the size of the geometry. Default is -1.
</div>
</p>
<h3>[property:Array faces]</h3>
<div>
<p>
The generated faces of the convex hull. Default is an empty array.
</div>
</p>
<h3>[property:Array newFaces]</h3>
<div>
<p>
This array holds the faces that are generated within a single iteration. Default is an empty array.
</div>
</p>
<h3>[property:VertexList assigned]</h3>
<div>
<p>
This [page:VertexList vertex list] holds all vertices that are assigned to a face. Default is an empty vertex list.
</div>
</p>
<h3>[property:VertexList unassigned]</h3>
<div>
<p>
This [page:VertexList vertex list] holds all vertices that are not assigned to a face. Default is an empty vertex list.
</div>
</p>
<h3>[property:Array vertices]</h3>
<div>
<p>
The internal representation of the given geometry data (an array of [page:VertexNode vertices]).
[page:VertexNode vertex] - The vetex to remove.<br/><br/>
[page:Face face] - The target face.<br/><br/>
<div>Removes a vertex from the 'assigned' list of vertices and from the given face. It also makes sure that the link from 'face' to the first vertex it sees in 'assigned' is linked correctly after the removal.</div>
<p>Removes a vertex from the 'assigned' list of vertices and from the given face. It also makes sure that the link from 'face' to the first vertex it sees in 'assigned' is linked correctly after the removal.</p>
[page:Vector3 eyePoint] - The 3D-coordinates of a point.<br/><br/>
...
...
@@ -133,40 +133,40 @@
[page:Face face] - The current face being tested.<br/><br/>
[page:Array horizon] - The edges that form part of the horizon in CCW order.<br/><br/>
<div>Computes a chain of half edges in CCW order called the 'horizon'. For an edge to be part of the horizon it must join a face that can see 'eyePoint' and a face that cannot see 'eyePoint'.</div>
<p>Computes a chain of half edges in CCW order called the 'horizon'. For an edge to be part of the horizon it must join a face that can see 'eyePoint' and a face that cannot see 'eyePoint'.</p>
[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br/><br/>
<div>Adds a vertex to the hull with the following algorithm
<p>Adds a vertex to the hull with the following algorithm
<ul>
<li>Compute the 'horizon' which is a chain of half edges. For an edge to belong to this group it must be the edge connecting a face that can see 'eyeVertex' and a face which cannot see 'eyeVertex'.</li>
<li>All the faces that can see 'eyeVertex' have its visible vertices removed from the assigned vertex list.</li>
<li>A new set of faces is created with each edge of the 'horizon' and 'eyeVertex'. Each face is connected with the opposite horizon face and the face on the left/right.</li>
<li>The vertices removed from all the visible faces are assigned to the new faces if possible.</li>
</ul>
</div>
</p>
<h3>[method:QuickHull cleanup]()</h3>
<div>Cleans up internal properties after computing the convex hull.</div>
<p>Cleans up internal properties after computing the convex hull.</p>
<h3>[method:QuickHull compute]()</h3>
<div>Starts the execution of the quick hull algorithm.</div>
<p>Starts the execution of the quick hull algorithm.</p>
<divclass="desc">[name] is a simplified version of [page:CSS3DRenderer]. The only transformation that is supported is translation.<br/>
<pclass="desc">[name] is a simplified version of [page:CSS3DRenderer]. The only transformation that is supported is translation.<br/><br/>
The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too, the respective DOM elements are wrapped into an instance of *CSS2DObject* and added to the scene graph.<br/>
Unlike [page:CSS3DRenderer], orthographic cameras are supported.
</div>
</p>
<script>
...
...
@@ -33,9 +33,9 @@
<h2>Examples</h2>
<div>
<p>
[example:webgl_loader_pdb molecules]
</div>
</p>
<h2>Constructor</h2>
...
...
@@ -44,19 +44,19 @@
<h2>Methods</h2>
<h3>[method:Object getSize]()</h3>
<div>
<p>
Returns an object containing the width and height of the renderer.
<divclass="desc">[name] can be used to apply hierarchical 3D transformations to DOM elements via the CSS3 [link:https://www.w3schools.com/cssref/css3_pr_transform.asp transform] property.<br/>
This renderer is particular interesting if you want to apply 3D effects to a website without canvas based rendering. It can also be used in order to combine DOM elements with WebGL content.<br/>
<pclass="desc">[name] can be used to apply hierarchical 3D transformations to DOM elements
via the CSS3 [link:https://www.w3schools.com/cssref/css3_pr_transform.asp transform] property.
This renderer is particular interesting if you want to apply 3D effects to a website without
canvas based rendering. It can also be used in order to combine DOM elements with WebGL
content.<br/><br/>
There are, however, some important limitations:
<ul>
<li>It's not possible to use the material system of *three.js*.</li>
<li>It's also not possible to use geometries.</li>
<li>Only [page:PerspectiveCamera] is supported right now.</li>
</ul>
</p>
<ul>
<li>It's not possible to use the material system of *three.js*.</li>
<li>It's also not possible to use geometries.</li>
<li>Only [page:PerspectiveCamera] is supported right now.</li>
</ul>
<p>
So [name] is just focused on ordinary DOM elements. These elements are wrapped into special objects (*CSS3DObject* or *CSS3DSprite*) and then added to the scene graph.
</div>
</p>
<script>
...
...
@@ -39,12 +44,12 @@
<h2>Examples</h2>
<div>
<p>
[example:css3d_molecules molecules]<br/>
[example:css3d_panorama panorama]<br/>
[example:css3d_periodictable periodictable]<br/>
[example:css3d_sprites sprites]<br/>
</div>
</p>
<h2>Constructor</h2>
...
...
@@ -53,19 +58,19 @@
<h2>Methods</h2>
<h3>[method:Object getSize]()</h3>
<div>
<p>
Returns an object containing the width and height of the renderer.
The Canvas renderer displays your beautifully crafted scenes <em>not</em> using WebGL,
but draws it using the (slower) <ahref="http://drafts.htmlwg.org/2dcontext/html5_canvas_CR/Overview.html">Canvas 2D Context</a>
API.<br/><br/>
...
...
@@ -46,15 +46,15 @@
The "Canvas" in CanvasRenderer means it uses Canvas 2D instead of WebGL.<br/><br/>
Don't confuse either CanvasRenderer with the SoftwareRenderer example, which simulates a screen buffer in a Javascript array.
</div>
</p>
<h2>Constructor</h2>
<h3>[name]([param:object parameters])</h3>
<div>parameters is an optional object with properties defining the renderer's behaviour. The constructor also accepts no parameters at all. In all cases, it will assume sane defaults when parameters are missing.</div>
<p>parameters is an optional object with properties defining the renderer's behaviour. The constructor also accepts no parameters at all. In all cases, it will assume sane defaults when parameters are missing.</p>
<div>
<p>
[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:CanvasRenderer.domElement domElement] property below.
...
...
@@ -62,14 +62,14 @@
[page:Boolean alpha] - whether the canvas contains an alpha (transparency) buffer or not.
Default is *false*.
</div>
</p>
<h2>Properties</h2>
<h3>[property:Object info]</h3>
<div>
<p>
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:
<ul>
<li>render:
...
...
@@ -79,93 +79,93 @@
</ul>
</li>
</ul>
</div>
</p>
<h3>[property:DOMElement domElement]</h3>
<div>
<p>
A [page: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.
</div>
</p>
<h3>[property:Boolean autoClear]</h3>
<div>
<p>
Defines whether the renderer should automatically clear its output before rendering.
</div>
</p>
<h3>[property:Boolean sortObjects]</h3>
<div>
<p>
Defines whether the renderer should sort objects. Default is true.<br/>
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 rendering e.g. manually determining the object rendering order.
</div>
</p>
<h3>[property:boolean sortElements]</h3>
<div>
<p>
Defines whether the renderer should sort the face of each object. Default is true.
[name] can be used to render geometric data using SVG. The produced vector graphics are particular useful in the following use cases:
<ul>
<li>Animated logos or icons</li>
<li>Interactive 2D/3D diagrams or graphs</li>
<li>Interactive maps</li>
<li>Complex or animated user interfaces</li>
</ul>
</p>
<ul>
<li>Animated logos or icons</li>
<li>Interactive 2D/3D diagrams or graphs</li>
<li>Interactive maps</li>
<li>Complex or animated user interfaces</li>
</ul>
<p>
[name] has various advantages. It produces crystal-clear and sharp output which is independet of the actual viewport resolution.<br/>
SVG elements can be styled via CSS. And they have good accessibility since it's possible to add metadata like title or description (useful for search engines or screen readers).
geometry -- The geometry for the set of materials. <br/>
materials -- The materials for the object.
</div>
<div>
</p>
<p>
Creates a new Group that contains a new mesh for each material defined in materials. Beware that this is not the same as an array of materials which defines multiple materials for 1 mesh.<br/>
This is mostly useful for objects that need both a material and a wireframe implementation.
Attaches the object to the parent without the moving the object in the worldspace. Beware that to do this the matrixWorld needs to be updated, this can be done by calling the updateMatrixWorld method on the parent object.
child -- The object to remove from the parent <br/>
scene -- The scene to attach the object on. <br/>
parent -- The parent to detach the object from.
</div>
<div>
</p>
<p>
Detaches the object from the parent and adds it back to the scene without moving in worldspace. Beware that to do this the matrixWorld needs to be updated, this can be done by calling the updateMatrixWorld method on the parent object.