提交 55c72506 编写于 作者: M Mr.doob

Updated examples that relied on SpotLight's exponent.

上级 987d0065
......@@ -1258,7 +1258,6 @@ THREE.ColladaLoader = function () {
var intensity = lparams.intensity;
var distance = lparams.distance;
var angle = lparams.falloff_angle;
var exponent; // Intentionally undefined, don't know what this is yet
switch ( lparams.technique ) {
......@@ -1275,7 +1274,7 @@ THREE.ColladaLoader = function () {
case 'spot':
light = new THREE.SpotLight( color, intensity, distance, angle, exponent );
light = new THREE.SpotLight( color, intensity, distance, angle );
light.position.set(0, 0, 1);
break;
......
......@@ -345,7 +345,7 @@ THREE.SceneLoader.prototype = {
break;
case 'SpotLight':
light = new THREE.SpotLight( color, intensity, distance, 1 );
light = new THREE.SpotLight( color, intensity, distance );
light.angle = objJSON.angle;
light.position.fromArray( position );
light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
......
......@@ -99,17 +99,18 @@
// LIGHTS
var ambient = new THREE.AmbientLight( 0x080808 );
//scene.add( ambient );
var ambient = new THREE.AmbientLight( 0x040404 );
scene.add( ambient );
var light = new THREE.SpotLight( 0xffeedd, 1.2, 650, Math.PI/2, 3 );
var light = new THREE.SpotLight( 0xffeedd, 1.2, 650, Math.PI / 6 );
light.position.set( 0, -100, 500 );
light.castShadow = true;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
light.shadowCameraFov = 45;
//light.shadowCameraVisible = true;
light.shadow.mapWidth = 1024;
light.shadow.mapHeight = 1024;
light.shadow.camera.fov = 45;
light.shadow.camera.far = 650;
// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
scene.add( light );
......
......@@ -165,20 +165,23 @@
directionalLight.position.set( 0, -1, 1 ).normalize();
scene.add( directionalLight );
spot1 = new THREE.SpotLight( 0xffffff, 1 );
spot1 = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 4, 0.75 );
spot1.position.set( -100, 200, 100 );
spot1.target.position.set( 0, 0, 0 );
if (sceneInfo.shadows) {
spot1.shadowCameraNear = 1;
spot1.shadowCameraFar = 1024;
spot1.castShadow = true;
spot1.shadowBias = 0.0001;
spot1.shadowMapWidth = 2048;
spot1.shadowMapHeight = 2048;
spot1.shadowCameraNear = 1;
spot1.shadowCameraFar = 1024;
spot1.castShadow = true;
spot1.shadowBias = 0.0001;
spot1.shadowMapWidth = 2048;
spot1.shadowMapHeight = 2048;
}
scene.add( spot1 );
}
// RENDERER
......
......@@ -164,7 +164,7 @@
ambientLight = new THREE.AmbientLight( 0x555555 );
scene.add( ambientLight );
spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
spotLight.position.set( 0, 1800, 1500 );
spotLight.target.position.set( 0, 0, 0 );
spotLight.castShadow = true;
......
......@@ -267,7 +267,7 @@
pointLight.position.set( 0, 0, 0 );
scene.add( pointLight );
sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2 );
sunLight.position.set( 1000, 2000, 1000 );
sunLight.castShadow = true;
......
......@@ -105,7 +105,7 @@
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2, 1 );
light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2 );
light.position.set( 0, 1500, 1000 );
light.target.position.set( 0, 0, 0 );
......
......@@ -100,7 +100,7 @@
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
light.position.set( 0, 1500, 1000 );
light.target.position.set( 0, 0, 0 );
......
......@@ -72,6 +72,8 @@
spotLight = new THREE.SpotLight( 0xffffff );
spotLight.name = 'Spot Light';
spotLight.angle = Math.PI / 5;
spotLight.penumbra = 0.3;
spotLight.position.set( 10, 10, 5 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 8;
......
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