From 2fc42395ac6ca5bbc700e03edd55259bf4917571 Mon Sep 17 00:00:00 2001
From: Mugen87
is a light that sits at a point and shoots light
in all directions from that point. Let's change the code.PointLight
const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.PointLight(color, intensity); light.position.set(0, 10, 0); @@ -347,7 +348,8 @@
with helper from above
DirectionalLight
const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.SpotLight(color, intensity); scene.add(light); diff --git a/manual/fr/lights.html b/manual/fr/lights.html index 5c09668dfdf680..7547c25a05caa9 100644 --- a/manual/fr/lights.html +++ b/manual/fr/lights.html @@ -238,7 +238,8 @@
PointLight
Un
PointLight
est une lumière qui se trouve en un point et projette de la lumière dans toutes les directions à partir de ce point. Changeons le code.const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.PointLight(color, intensity); light.position.set(0, 10, 0); @@ -283,7 +284,8 @@
, nous avons besoin d'une cible tout comme la lumière directionnelle. Le cône de lumière s'ouvrira vers la cible.
SpotLight
Modifions notre
DirectionalLight
avec le 'helper' vu plus hautconst color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.SpotLight(color, intensity); scene.add(light); diff --git a/manual/fr/textures.html b/manual/fr/textures.html index dde1982e82c554..074b6b7cbbf8e4 100644 --- a/manual/fr/textures.html +++ b/manual/fr/textures.html @@ -60,10 +60,12 @@Hello Texture
Modifions l'un de nos premiers échantillons. Tout ce que nous avons à faire, c'est de créer un
TextureLoader
. Appelons-le avec sa méthodeload
et l'URL d'une image définissons la propriétémap
du matériau sur le résultat au lieu de définir sacolor
.+const loader = new THREE.TextureLoader(); ++const texture = loader.load( 'resources/images/wall.jpg' ); ++texture.colorSpace = THREE.SRGBColorSpace; const material = new THREE.MeshBasicMaterial({ - color: 0xFF8844, -+ map: loader.load('resources/images/wall.jpg'), ++ map: texture, });Notez que nous utilisons un
@@ -90,20 +92,28 @@MeshBasicMaterial
, donc pas besoin de lumières.<
Fabriquons juste 6 materiaux et passons-les sous forme de tableau lors de la création de la
Mesh
const loader = new THREE.TextureLoader(); +-const texture = loader.load( 'resources/images/wall.jpg' ); +-texture.colorSpace = THREE.SRGBColorSpace; -const material = new THREE.MeshBasicMaterial({ -- map: loader.load('resources/images/wall.jpg'), +- map: texture, -}); +const materials = [ -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-1.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-2.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-3.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-4.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-5.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-6.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-1.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-2.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-3.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-4.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-5.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-6.jpg')}), +]; -const cube = new THREE.Mesh(geometry, material); +const cube = new THREE.Mesh(geometry, materials); + ++function loadColorTexture( path ) { ++ const texture = loader.load( path ); ++ texture.colorSpace = THREE.SRGBColorSpace; ++ return texture; ++}Ça marche !
diff --git a/manual/ja/lights.html b/manual/ja/lights.html index b2d3cd6cc37bf8..5f202b7630413d 100644 --- a/manual/ja/lights.html +++ b/manual/ja/lights.html @@ -261,7 +261,8 @@
PointLight(点
PointLight
はある点から全方向に光を放つライトです。 コード変更しましょう。const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.PointLight(color, intensity); light.position.set(0, 10, 0); @@ -312,7 +313,8 @@
SpotLight(集中 ライトの円錐体がターゲットに向かって照らされます。
上記のヘルパーを使って
DirectionalLight
を修正します。const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.SpotLight(color, intensity); scene.add(light); diff --git a/manual/ja/textures.html b/manual/ja/textures.html index f905815ba23c57..eb4e6331ffe6c2 100644 --- a/manual/ja/textures.html +++ b/manual/ja/textures.html @@ -64,10 +64,12 @@ハロー・テクスチャ
load
を画像のURLを引数にして呼び、color
を設定する代わりに、 マテリアルのmap
属性にその結果を渡してください。+const loader = new THREE.TextureLoader(); ++const texture = loader.load( 'resources/images/wall.jpg' ); ++texture.colorSpace = THREE.SRGBColorSpace; const material = new THREE.MeshBasicMaterial({ - color: 0xFF8844, -+ map: loader.load('resources/images/wall.jpg'), ++ map: texture, });@@ -94,20 +96,28 @@
MeshBasicMaterial
を使っているので、光源が必要ないことに注意してください。立方体の各面に異なる6つ
Mesh
を作るときに、単に6つのマテリアルを作り、配列として渡します。const loader = new THREE.TextureLoader(); +-const texture = loader.load( 'resources/images/wall.jpg' ); +-texture.colorSpace = THREE.SRGBColorSpace; -const material = new THREE.MeshBasicMaterial({ -- map: loader.load('resources/images/wall.jpg'), +- map: texture, -}); +const materials = [ -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-1.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-2.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-3.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-4.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-5.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-6.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-1.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-2.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-3.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-4.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-5.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-6.jpg')}), +]; -const cube = new THREE.Mesh(geometry, material); +const cube = new THREE.Mesh(geometry, materials); + ++function loadColorTexture( path ) { ++ const texture = loader.load( path ); ++ texture.colorSpace = THREE.SRGBColorSpace; ++ return texture; ++}動きました!
diff --git a/manual/ko/lights.html b/manual/ko/lights.html index e636b40eb022c4..ad4390a4c66241 100644 --- a/manual/ko/lights.html +++ b/manual/ko/lights.html @@ -270,7 +270,8 @@
는 한 점에서 무한히 뻗어나가는 광원입니다. 코드를 다시 한 번 수정해보죠.
PointLight
const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.PointLight(color, intensity); light.position.set(0, 10, 0); @@ -324,7 +325,8 @@
와 헬퍼 객체를 수정하겠습니다.
DirectionalLight
const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.SpotLight(color, intensity); scene.add(light); diff --git a/manual/ko/textures.html b/manual/ko/textures.html index 9fccd23dacffe0..3b35f05992e6cc 100644 --- a/manual/ko/textures.html +++ b/manual/ko/textures.html @@ -68,10 +68,12 @@하이, 텍스처
반환 받은 값을 재질(material)의map
속성에 지정합니다(color
속성은 지정하지 않습니다).+const loader = new THREE.TextureLoader(); ++const texture = loader.load( 'resources/images/wall.jpg' ); ++texture.colorSpace = THREE.SRGBColorSpace; const material = new THREE.MeshBasicMaterial({ - color: 0xFF8844, -+ map: loader.load('resources/images/wall.jpg'), ++ map: texture, });※
@@ -98,20 +100,28 @@MeshBasicMaterial
을 사용했으므로 광원을 사용할 필요가 없습니다.육면체 각 면에 다른 텍스처
단순히 재질을 6개 만들어
Mesh
를 생성할 때 배열로 넘겨주기만 하면 됩니다.const loader = new THREE.TextureLoader(); +-const texture = loader.load( 'resources/images/wall.jpg' ); +-texture.colorSpace = THREE.SRGBColorSpace; -const material = new THREE.MeshBasicMaterial({ -- map: loader.load('resources/images/wall.jpg'), +- map: texture, -}); +const materials = [ -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-1.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-2.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-3.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-4.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-5.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-6.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-1.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-2.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-3.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-4.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-5.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-6.jpg')}), +]; -const cube = new THREE.Mesh(geometry, material); +const cube = new THREE.Mesh(geometry, materials); + ++function loadColorTexture( path ) { ++ const texture = loader.load( path ); ++ texture.colorSpace = THREE.SRGBColorSpace; ++ return texture; ++}껌이네요.
diff --git a/manual/ru/lights.html b/manual/ru/lights.html index d1a25ecf8ab44c..926d15d141631d 100644 --- a/manual/ru/lights.html +++ b/manual/ru/lights.html @@ -289,7 +289,8 @@
- это свет, который сидит в какой-то точке и излучает свет во всех направлениях от этой точки. Давайте изменим код.
PointLight
const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.PointLight(color, intensity); light.position.set(0, 10, 0); @@ -342,7 +343,8 @@
с помощником сверху
DirectionalLight
const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.SpotLight(color, intensity); scene.add(light); diff --git a/manual/ru/textures.html b/manual/ru/textures.html index f96fc1adda9bfb..1631fb691382cc 100644 --- a/manual/ru/textures.html +++ b/manual/ru/textures.html @@ -65,10 +65,12 @@Hello Texture
load
метод с URL-адресом изображения и установите для изображения и установите его возвращаемое значение дляmap
свойства материала, вместо установкиcolor
.+const loader = new THREE.TextureLoader(); ++const texture = loader.load( 'resources/images/wall.jpg' ); ++texture.colorSpace = THREE.SRGBColorSpace; const material = new THREE.MeshBasicMaterial({ - color: 0xFF8844, -+ map: loader.load('../resources/images/wall.jpg'), ++ map: texture, });Обратите внимание, что мы используем
@@ -95,20 +97,28 @@MeshBasicMaterial
поэтому не нужно никаких источников света.6 текстур, разные дл
Мы просто создадим 6 материалов и передаем их в виде массива при создании
Mesh
const loader = new THREE.TextureLoader(); +-const texture = loader.load( 'resources/images/wall.jpg' ); +-texture.colorSpace = THREE.SRGBColorSpace; -const material = new THREE.MeshBasicMaterial({ -- map: loader.load('../resources/images/wall.jpg'), +- map: texture, -}); +const materials = [ -+ new THREE.MeshBasicMaterial({map: loader.load('../resources/images/flower-1.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('../resources/images/flower-2.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('../resources/images/flower-3.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('../resources/images/flower-4.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('../resources/images/flower-5.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('../resources/images/flower-6.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-1.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-2.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-3.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-4.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-5.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-6.jpg')}), +]; -const cube = new THREE.Mesh(geometry, material); +const cube = new THREE.Mesh(geometry, materials); + ++function loadColorTexture( path ) { ++ const texture = loader.load( path ); ++ texture.colorSpace = THREE.SRGBColorSpace; ++ return texture; ++}Оно работает!
diff --git a/manual/zh/lights.html b/manual/zh/lights.html index def14504408ea4..fed1c36faf2a56 100644 --- a/manual/zh/lights.html +++ b/manual/zh/lights.html @@ -233,7 +233,8 @@方向光(点光源(
PointLight
)点光源(
PointLight
)表示的是从一个点朝各个方向发射出光线的一种光照效果。我们修改一下代码:const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.PointLight(color, intensity); light.position.set(0, 10, 0); @@ -278,7 +279,8 @@聚光灯(
聚光灯(
SpotLight
)类似方向光(DirectionalLight
)一样需要一个目标点,光源的位置是圆锥的顶点,目标点处于圆锥的中轴线上。修改上面
DirectionalLight
的代码如下:const color = 0xFFFFFF; -const intensity = 1; +-const intensity = 1; ++const intensity = 150; -const light = new THREE.DirectionalLight(color, intensity); +const light = new THREE.SpotLight(color, intensity); scene.add(light); diff --git a/manual/zh/textures.html b/manual/zh/textures.html index 9fcccac4e588c6..a17a0146596e1f 100644 --- a/manual/zh/textures.html +++ b/manual/zh/textures.html @@ -57,10 +57,12 @@你好,纹理
我们将修改我们的第一个例子中的其中一个。我们需要做的就是创建一个
TextureLoader
。调用它的load
方法,同时传入图像的URL,并将材质的map
属性设置为该方法的返回值,而不是设置它的color
属性。+const loader = new THREE.TextureLoader(); ++const texture = loader.load( 'resources/images/wall.jpg' ); ++texture.colorSpace = THREE.SRGBColorSpace; const material = new THREE.MeshBasicMaterial({ - color: 0xFF8844, -+ map: loader.load('resources/images/wall.jpg'), ++ map: texture, });注意,我们使用的是
@@ -87,20 +89,28 @@MeshBasicMaterial
, 所以没有必要增加光线6种纹理,在立方体的每个
我们只需制作6种材料,并在创建
Mesh
时将它们作为一个数组传递给它们。const loader = new THREE.TextureLoader(); +-const texture = loader.load( 'resources/images/wall.jpg' ); +-texture.colorSpace = THREE.SRGBColorSpace; -const material = new THREE.MeshBasicMaterial({ -- map: loader.load('resources/images/wall.jpg'), +- map: texture, -}); +const materials = [ -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-1.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-2.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-3.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-4.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-5.jpg')}), -+ new THREE.MeshBasicMaterial({map: loader.load('resources/images/flower-6.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-1.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-2.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-3.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-4.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-5.jpg')}), ++ new THREE.MeshBasicMaterial({map: loadColorTexture('resources/images/flower-6.jpg')}), +]; -const cube = new THREE.Mesh(geometry, material); +const cube = new THREE.Mesh(geometry, materials); + ++function loadColorTexture( path ) { ++ const texture = loader.load( path ); ++ texture.colorSpace = THREE.SRGBColorSpace; ++ return texture; ++}有效果了!
From c21ab9d0cd0aab8b318c8e7091888f72224f0e81 Mon Sep 17 00:00:00 2001 From: Mugen87Date: Sun, 2 Jul 2023 10:33:08 +0200 Subject: [PATCH 2/2] Manual: More clean up. --- manual/en/post-processing.html | 17 +++++++++-------- manual/examples/background-v01.html | 1 - manual/examples/background.html | 1 - manual/examples/postprocessing-3dlut-prep.html | 1 - ...stprocessing-adobe-lut-to-png-converter.html | 1 - manual/examples/postprocessing-custom.html | 1 - manual/ja/post-processing.html | 3 --- manual/ko/post-processing.html | 2 -- manual/zh/post-processing.html | 2 -- 9 files changed, 9 insertions(+), 20 deletions(-) diff --git a/manual/en/post-processing.html b/manual/en/post-processing.html index 19e1c40fbfc33f..bcf918ce154f90 100644 --- a/manual/en/post-processing.html +++ b/manual/en/post-processing.html @@ -67,8 +67,7 @@
clear
Whether or not to clear before rendering this pass
renderToScreen
Whether or not to render to the canvas instead the current destination render -target. Usually you need to set this to true on the last pass you add to your -
+target. In most use cases you do not set this flag explicitly since the last pass in the pass chain is automatically rendered to screen.EffectComposer
.Let's put together a basic example. We'll start with the example from the article on responsiveness.
To that first we create an
@@ -89,19 +88,21 @@EffectComposer
.
renderToScree ); composer.addPass(bloomPass); -
Finally we had a
+FilmPass
that draws noise and scanlines on top of its input.Next we had a
FilmPass
that draws noise and scanlines on top of its input.const filmPass = new FilmPass( 0.35, // noise intensity 0.025, // scanline intensity 648, // scanline count false, // grayscale ); -filmPass.renderToScreen = true; composer.addPass(filmPass);-Since the
+filmPass
is the last pass we set itsrenderToScreen
property to -true to tell it to render to the canvas. Without setting this it would instead -render to the next render target.Finally we had a
+OutputPass
which performs color space conversion to sRGB and optional tone mapping. +This pass is usually the last pass of the pass chain. +const outputPass = new OutputPass(); +composer.addPass(outputPass); +To use these classes we need to import a bunch of scripts.
import {EffectComposer} from 'three/addons/postprocessing/EffectComposer.js'; import {RenderPass} from 'three/addons/postprocessing/RenderPass.js'; @@ -109,7 +110,7 @@-
renderToScree import {FilmPass} from 'three/addons/postprocessing/FilmPass.js'; import {OutputPass} from 'three/addons/postprocessing/OutputPass.js';
For pretty much any post processing
EffectComposer.js
, andRenderPass.js
+For pretty much any post processing
EffectComposer.js
,RenderPass.js
andOutputPass.js
are required.The last things we need to do are to use
EffectComposer.render
instead ofWebGLRenderer.render
and to tell theEffectComposer
to match the size of diff --git a/manual/examples/background-v01.html b/manual/examples/background-v01.html index 60ee99cd4a25de..a21161634175d2 100644 --- a/manual/examples/background-v01.html +++ b/manual/examples/background-v01.html @@ -68,7 +68,6 @@ } - renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.shadowMap.enabled = true; const hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 2 ); diff --git a/manual/examples/background.html b/manual/examples/background.html index 2ab8ada98f9bb3..4585cddabbdda0 100644 --- a/manual/examples/background.html +++ b/manual/examples/background.html @@ -69,7 +69,6 @@ } - renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.shadowMap.enabled = true; const hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 2 ); diff --git a/manual/examples/postprocessing-3dlut-prep.html b/manual/examples/postprocessing-3dlut-prep.html index 77e6bb0ce5277b..f3e5b01276027e 100644 --- a/manual/examples/postprocessing-3dlut-prep.html +++ b/manual/examples/postprocessing-3dlut-prep.html @@ -42,7 +42,6 @@ const canvas = document.querySelector( '#c' ); const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } ); - renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.autoClearColor = false; const fov = 45; diff --git a/manual/examples/postprocessing-adobe-lut-to-png-converter.html b/manual/examples/postprocessing-adobe-lut-to-png-converter.html index 78eb40081a976c..a5a134db2b3c4c 100644 --- a/manual/examples/postprocessing-adobe-lut-to-png-converter.html +++ b/manual/examples/postprocessing-adobe-lut-to-png-converter.html @@ -181,7 +181,6 @@Adobe LUT to PNG converter
}; const effectLUT = new ShaderPass( lutShader ); - effectLUT.renderToScreen = true; const renderBG = new RenderPass( sceneBG, cameraBG ); diff --git a/manual/examples/postprocessing-custom.html b/manual/examples/postprocessing-custom.html index 8e795ad5181145..61e9368ed8afd8 100644 --- a/manual/examples/postprocessing-custom.html +++ b/manual/examples/postprocessing-custom.html @@ -118,7 +118,6 @@ }; const colorPass = new ShaderPass( colorShader ); - colorPass.renderToScreen = true; composer.addPass( colorPass ); function resizeRendererToDisplaySize( renderer ) { diff --git a/manual/ja/post-processing.html b/manual/ja/post-processing.html index 2131f52a102218..1e7b1fe2b0fab2 100644 --- a/manual/ja/post-processing.html +++ b/manual/ja/post-processing.html @@ -89,11 +89,8 @@
renderToScree 648, // scanline count false, // grayscale ); -filmPass.renderToScreen = true; composer.addPass(filmPass); -
filmPass
は最後のPassなので、renderToScreen
プロパティをtrueに設定し、キャンバスにレンダリングするようにします。 -この設定がないと次のレンダーターゲットにレンダリングされます。これらのクラスを使用するには、以下をインポートする必要があります。
import {EffectComposer} from 'three/addons/postprocessing/EffectComposer.js'; import {RenderPass} from 'three/addons/postprocessing/RenderPass.js'; diff --git a/manual/ko/post-processing.html b/manual/ko/post-processing.html index 7c383d3b5f0bfb..fe8ac92c952ab1 100644 --- a/manual/ko/post-processing.html +++ b/manual/ko/post-processing.html @@ -73,10 +73,8 @@-
renderToScree 648, // 스캔라인 개수 false, // 흑백 ); -filmPass.renderToScreen = true; composer.addPass(filmPass);
filmPass
가 마지막 pass이기에 캔버스에 결과를 바로 렌더링하도록renderToScreen
옵션을 true로 설정했습니다. 이 옵션을 설정하지 않으면 캔버스가 아닌 다음 렌더 타겟에 장면을 렌더링할 거예요.또 이 클래스들을 사용하기 위해 여러 스크립트를 불러와야 합니다.
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js'; import { RenderPass } from 'three/addons/postprocessing/RenderPass.js'; diff --git a/manual/zh/post-processing.html b/manual/zh/post-processing.html index 12265feaf94687..a4df8e7fe92ea4 100644 --- a/manual/zh/post-processing.html +++ b/manual/zh/post-processing.html @@ -72,10 +72,8 @@-renderToScreen
648, // scanline count false, // grayscale ); -filmPass.renderToScreen = true; composer.addPass(filmPass);由于filmPass是最后一次传递,我们将其renderToScreen属性设置为true来告诉它渲染到画布。如果不设置它,它将渲染到下一个渲染目标。
为了使用这些类,我们需要导入一些js模块
import {EffectComposer} from 'three/addons/postprocessing/EffectComposer.js'; import {RenderPass} from 'three/addons/postprocessing/RenderPass.js';