new InitOptions()
Members
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ambientOcclusion
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debug
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This enables some error-checking (such as on shader compilation). This has a big performance impact on shader initialisation.
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defaultLightingModel
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The default {@codelink LightingModel} to use.
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hdr
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Use high dynamic range for rendering. May be forced to "false" if floating point render targets are not supported.
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maxDirLights
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Maximum number of directional lights inside a dynamic WebGL 2.0 shader.
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maxLightProbes
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Maximum number of light probes inside a dynamic WebGL 2.0 shader.
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maxPointSpotLights
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Maximum number of point / spot lights inside a dynamic WebGL 2.0 shader.
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maxSkeletonJoints
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The maximum supported number of joints for skinning animations.
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numLightingCellsX
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Number of cells for clustered rendering in WebGL 2.0
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numLightingCellsY
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Number of cells for clustered rendering in WebGL 2.0
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numShadowCascades
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The amount of shadow cascades to use. Cascades split up the view frustum into areas with their own shadow maps, increasing quality at the cost of performance.
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shadowFilter
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The shadow filter to use when rendering directional light shadows.
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throwOnShaderError
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Throws errors when shaders fail to compile.
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transparentBackground
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Indicates whether the back buffer should support transparency.
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useGammaCorrection
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Apply gamma correction. This allows lighting to happen in linear space, as it should.
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usePreciseGammaCorrection
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If true, uses a gamma of 2.2 instead of 2. The latter is faster and generally "good enough".
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useSkinningTexture
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Whether or not to use a texture to store skinning data. May be forced to "false" if floating point textures are not supported.
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webgl2
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Use WebGL 2 if available.