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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ignoreExtensions
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This disables all optional WebGL extensions; generally for debugging purposes.
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maxDiffuseProbes
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Maximum number of diffuse probes when using dynamic lighting. Increase this to support multiple probes.
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maxDirLights
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Maximum number of directional lights when using dynamic WebGL 2.0 lighting.
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maxPointSpotLights
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Maximum number of point / spot lights when using dynamic WebGL 2.0 lighting.
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maxSkeletonJoints
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The maximum supported number of joints for skinning animations.
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maxSpecularProbes
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Maximum number of specular probes when using dynamic lighting. Increase this to support multiple probes.
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numLightingCellsX
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Number of cells for tiled rendering in WebGL 2.0
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numLightingCellsY
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Number of cells for tiled 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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preserveDrawingBuffer
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Whether or not the drawing buffer is cleared or not between frames. Set this to true for VR mirroring.
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renderMotionVectors
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Indicates whether the renderer should render a motion vector buffer when needed. This has some rendering overhead, but can improve things such as TAA and motion blur for dynamic scenes. This can also help if depth precision issues is introducing ghosting in TAA.
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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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vrUserHeight
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The default eye height for room-scale positions - in case the VR device does not support room-scale VR
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webgl2
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Use WebGL 2 if available.