Blend mode for non-opaque instances 'NORMAL' is the default, 'ADDITIVE' is useful for particles and glowing effects
Show extra debug details on the canvas
Backface culling
Gamma correction value, default 1.0
Global directional light
Optional
Readonly
hudA HUD you can use to render HTML elements over the canvas
All the dynamic point lights in the scene
Set the fixed time step for physics stepping, only used when physicsWorld is set
Optional
physicsIntegration with cannon-es for physics, set the CANNON.World you are using here. When set, world stepping will be called for you in the core rendering loop
The pre-render update function, called every frame. Hook in your custom logic and processing here
Get the name of the active camera
Get the current EnvironmentMap for the scene
Create and build a custom model from a ModelBuilder and cache it for use
Builder with geometry and materials added
Name of the model
Create an instance of a billboard/sprite in the scene
Type of billboard to create (default: CYLINDRICAL)
Create an instance of a primitive cylinder
Create a new model instance, which should have been previously loaded into the cache
Name of the model previously loaded into the cache, don't include the file extension
Create a new particle system in the scene
Maximum number of particles to allow in the system
Base size of the particles, default 2
Both the instance and the particle system
Create an instance of a primitive plane
Material to apply to the plane
Width of the plane
Height of the plane
Number of subdivisions along the width
Number of subdivisions along the height
Number of times to tile the texture over the plane
Create a new point light in the scene
The new light object
Create an instance of a primitive sphere
Material to apply to the sphere
Radius of the sphere
Number of subdivisions along the horizontal
Number of subdivisions along the vertical
Model loader, loads an OBJ model from a file via URL or path and adds it to the cache This is preferred over calling Model.parse() directly
Base path to the model file, e.g. './renderable/'
Name of the model file, e.g 'teapot.obj'
Apply texture filtering as materials are loaded
Set and create a dynamic environment map which will enable dynamic/realtime reflections
Position to render reflections from
Size of the map to render, note higher sizes will come with a big performance hit
Use bulit-in scanlines post effect shader
Density of the scanlines, default 1.5
Opacity of the scanlines, default 0.5
Noise level, default 0.2
Flicker ammount, default 0.015
Set the EnvironmentMap for the scene, will overwrite any existing envmap. This will enable static reflections and create a 'skybox' around the scene
Array of 6 texture URLs to use for the map, in the order: +X, -X, +Y, -Y, +Z, -Z
Static
initCreate & initialize a new Context which will render into provided canvas. This is where you start when using the library.
CSS selector for canvas element, default is 'canvas'
Enable anti-aliasing in the renderer, default is true
The main rendering context. This is the effectively main entry point for the library. Typically you will create a single instance of this class using init() and use it to render your scene.