WebGLRenderer Constants

Cull Face Modes

v3d.CullFaceNone v3d.CullFaceBack v3d.CullFaceFront v3d.CullFaceFrontBack

[page:constant CullFaceNone] disables face culling.
[page:constant CullFaceBack] culls back faces (default).
[page:constant CullFaceFront] culls front faces.
[page:constant CullFaceFrontBack] culls both front and back faces.

Front Face Direction

v3d.FrontFaceDirectionCW v3d.FrontFaceDirectionCCW

[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.
[page:constant FrontFaceDirectionCCW] sets the winding order for polygons to counter-clockwise (default).

Shadow Types

v3d.BasicShadowMap v3d.PCFShadowMap v3d.PCFSoftShadowMap v3d.ESMShadowMap v3d.PCFShadowMapPoissonDisk

These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.

[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.
[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).
[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with additional bilinear softening.
[page:constant ESMShadowMap] uses Exponential Shadow Mapping (ESM) algorithm with Gaussian blur softening.
[page:constant PCFShadowMapPoissonDisk] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with additional softening by using a randomly rotated Poisson disk.

Tone Mapping

v3d.NoToneMapping v3d.LinearToneMapping v3d.ReinhardToneMapping v3d.Uncharted2ToneMapping v3d.CineonToneMapping v3d.ACESFilmicToneMapping v3d.LogarithmicMaxToneMapping v3d.PhysicalMaxToneMapping v3d.FilmicBlenderToneMapping

These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property. This is used to approximate the appearance of high dynamic range (HDR) on the low dynamic range medium of a standard computer monitor or mobile device's screen.

[page:constant NoToneMapping] disables tone mapping.
[page:constant LinearToneMapping] is the default.

See the [example:webgl_tonemapping WebGL / tonemapping] example.

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