diff --git a/examples/webgl_lights_physical.html b/examples/webgl_lights_physical.html index a934f458f6425da138203eba96d3189cbe5d7fca..05449a0dc09fd8386bb75b4580ec0ff8c166e783 100644 --- a/examples/webgl_lights_physical.html +++ b/examples/webgl_lights_physical.html @@ -36,7 +36,7 @@
three.js - Physically accurate lighting example using a incandescent bulb - by Ben Houston
- Using real world scale: Brick cube is 1 meter in size. Light is 2 meters from floor. Globe is 25 cm in diameter.
+ Using real world scale: Brick cube is 50 cm in size. Globe is 50 cm in diameter.
Using Reinhard inline tonemapping with real-world light falloff (decay = 2).
@@ -218,9 +218,9 @@ floorMesh.rotation.x = - Math.PI / 2.0; scene.add( floorMesh ); - var ballGeometry = new THREE.SphereBufferGeometry( 0.5, 32, 32 ); + var ballGeometry = new THREE.SphereBufferGeometry( 0.25, 32, 32 ); var ballMesh = new THREE.Mesh( ballGeometry, ballMat ); - ballMesh.position.set( 1, 0.5, 1 ); + ballMesh.position.set( 1, 0.25, 1 ); ballMesh.rotation.y = Math.PI; ballMesh.castShadow = true; scene.add( ballMesh );