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Published by vanruesc almost 5 years ago
Requires three
≥ 0.102.0 < 0.111.0
Pass
. See 113a35e.Published by vanruesc almost 5 years ago
Requires three
≥ 0.102.0 < 0.111.0
Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.110.0
Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.110.0
height
and width
. See f998248.Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.110.0
Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.110.0
getFullscreenMaterial
more reliable. The fullscreen material will now be instantiated in the constructor. Calling recompile
will update this material instead of creating a new one. See #152.setShaderParts
, setUniforms
and setDefines
.Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.110.0
updateStyle
parameter to setSize
method. See #150.Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.110.0
Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.109.0
Selection
for easier selective rendering.SelectiveBloomEffect
. See #142.luminancePass
to public
.setSelection(objects)
. Use selection.set(objects)
instead.clearSelection()
. Use selection.clear()
instead.selectObject(object)
. Use selection.add(object)
instead.deselectObject(object)
. Use selection.remove(object)
instead.selectionLayer
. Use selection.layer
instead.cpx
dev dependency and deploy
script.OutlineDemo
, SSAODemo
and BloomDemo
.Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.109.0
Published by vanruesc about 5 years ago
Requires three
≥ 0.102.0 < 0.108.0
If you're using BlurPass
, BloomEffect
, GodRaysEffect
or OutlineEffect
, update your setup to use height
or width
instead of resolutionScale
. It's recommended to set the height
to 480
. The width
will be calculated automatically based on the aspect ratio. Using a fixed size instead of a relative resolution scale produces consistent results across different devices and resolutions.
replaceRenderer
that controls whether the DOM elements of the renderers should be swapped. Default is true
.render
method to use WebGLRenderer.getContext()
.width
and height
constructor parameters and setters for fixed size rendering with automatic aspect correction. See #141.AUTO_SIZE
constant.scale
factor.resolutionScale
. Use height
or width
instead.getOriginalSize
method for internal use only.[email protected]
. See https://github.com/mrdoob/three.js/issues/17175).luminanceThreshold
and luminanceSmoothing
constructor parameters.width
and height
constructor parameters.resolutionScale
constructor parameter.luminanceMaterial
getter for convenient luminance control.width
and height
.blurPass
to public
.distinction
. Adjust threshold
and smoothing
of the luminanceMaterial
instead.resolutionScale
. Use height
or width
instead.dithering
. Use blurPass.dithering
instead.kernelSize
. Use blurPass.kernelSize
instead.width
and height
constructor parameters.resolutionScale
constructor parameter.width
and height
.blurPass
to public
.resolutionScale
. Use height
or width
instead.kernelSize
. Use blurPass.kernelSize
instead.width
and height
constructor parameters.resolutionScale
constructor parameter.width
and height
.blurPass
to public
.resolutionScale
. Use height
or width
instead.dithering
. Use blurPass.dithering
instead.kernelSize
. Use blurPass.kernelSize
instead.LinearMipMapLinearFilter
with LinearMipmapLinearFilter
.distinction
. This factor was not appropriate for this effect.distinction
uniform.threshold
. Range is [0.0, 1.0].smoothing
. Range is [0.0, 1.0].useThreshold
.useRange
.luminanceRange
. Use useRange
instead.GodRaysDemo
and PerformanceDemo
to use a sphere mesh instead of a sprite for the visual representation of the light source because sprites render inconsistently at different resolutions.Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.107.0
Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.106.0
SMAAPreset
enum.applyPreset(SMAAPreset)
method.colorEdgesMaterial
getter.weightsMaterial
getter.setEdgeDetectionThreshold
method.setOrthogonalSearchSteps
method.See #132 for details.
ColorEdgesMaterial
SMAAWeightsMaterial
LuminanceMaterial
colorOutput
getter and setter.luminanceRange
getter and setter.setColorOutputEnabled
method.setLuminanceRangeEnabled
method.Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.105.0
gl_Position
as shown in the common vertex shader. The uv
attribute is still available, but should be avoided as it may get removed in a future release.uv
attribute inside the vertex shader. Use the new optional function signature void mainSupport(const in vec2 uv);
instead.Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.105.0
vUv
is now calculated based on position. See a99906b.depthWrite
and depthTest
to false
.vUv
varying instead of the uv
attribute. See 25fd704.Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.105.0
updateWorldMatrix
instead of updateMatrixWorld
. See fa1b238.Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.105.0
SKIP
. See #123.Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.105.0
Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.104.0
Published by vanruesc over 5 years ago
Requires three
≥ 0.102.0 < 0.104.0
ColorDepthEffect
optional.