未验证 提交 6bb845f8 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #19712 from WestLangley/dev_examples_tonemapping

Examples: avoid using linear tone mapping
......@@ -46,8 +46,7 @@
document.body.appendChild( renderer.domElement );
// tone mapping
//renderer.toneMapping = LinearToneMapping;
//renderer.toneMappingExposure = API.exposure;
renderer.toneMapping = THREE.NoToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
......
......@@ -40,7 +40,7 @@
document.body.appendChild( renderer.domElement );
// tone mapping
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = API.exposure;
renderer.outputEncoding = THREE.sRGBEncoding;
......
......@@ -186,7 +186,7 @@
scene.background = new THREE.Color( 0x111111 );
var renderer = new THREE.WebGLRenderer();
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMapping = THREE.NoToneMapping;
container.appendChild( renderer.domElement );
var renderTarget = new THREE.WebGLRenderTarget();
......@@ -195,7 +195,7 @@
// At least one regular Pointlight is needed to activate light support
scene.add( new THREE.PointLight( 0xff0000, 0.1, 0.1 ) );
var bloom = new UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 );
var bloom = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 0.8, 0.6, 0.8 );
bloom.renderToScreen = true;
var stats = new Stats();
......
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