PointLightShadow - Verge3D User Manual - Soft8Soft
Description: Learn how to use PointLightShadow in your interactive 3D apps made with Verge3D

LightShadow →

# PointLightShadow

This is used internally by PointLights for calculating shadows.

Point light shadows require up to 6 times more draw calls compared to directional or spot light shadows. They also consume more GPU memory. So you better use them only if it's absolutely necessary.

## Code Example

`// create a WebGLRenderer and turn on shadows in the renderer const renderer = new v3d.WebGLRenderer(); renderer.shadowMap.enabled = true; renderer.shadowMap.type = v3d.PCFShadowMap; // default // create a PointLight and turn on shadows for the light const light = new v3d.PointLight(0xffffff, 1, 100); light.position.set(0, 10, 4); light.castShadow = true; // default false app.scene.add(light); // set up shadow properties for the light light.shadow.mapSize.width = 512; // default light.shadow.mapSize.height = 512; // default light.shadow.camera.near = 0.5; // default light.shadow.camera.far = 500; // default // create a sphere that cast shadows (but does not receive them) const sphereGeometry = new v3d.SphereGeometry(5, 32, 32); const sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 }); const sphere = new v3d.Mesh(sphereGeometry, sphereMaterial); sphere.castShadow = true; //default is false sphere.receiveShadow = false; //default app.scene.add(sphere); // create a plane that receives shadows (but does not cast them) const planeGeometry = new v3d.PlaneGeometry(20, 20, 32, 32); const planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 }) const plane = new v3d.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; app.scene.add(plane); // create a helper for the shadow camera (optional) const helper = new v3d.CameraHelper(light.shadow.camera); app.scene.add(helper);`

## Constructor

### PointLightShadow()

Creates a new PointLightShadow. This is not intended to be called directly — it is called internally by PointLight.

## Properties

See the base LightShadow class for common properties.

### # .isPointLightShadow : Boolean

Read-only flag to check if a given object is of type PointLightShadow.

## Methods

See the base LightShadow class for common methods.

### # .updateMatrices(light : Light, viewportIndex : Integer)

light
  The light for which the shadow is being rendered.
viewportIndex
  Calculates the matrix for this viewport.

Update the matrices for the camera and shadow, used internally by the renderer.

## Puzzles

The set shadow param puzzle allows to enable/disable casting or receiving shadows in a visual manner.

## Source

For more info on how to obtain the source code of this module see this page.