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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<p class="desc">
The WebGL renderer displays your beautifully crafted scenes using
[link:https://en.wikipedia.org/wiki/WebGL WebGL].
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p>
[page:Object parameters] - (optional) object with properties defining the
renderer's behavior. The constructor also accepts no parameters at all.
In all cases, it will assume sane defaults when parameters are missing.
The following are valid parameters:<br /><br />
[page:DOMElement canvas] - A
[link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
where the renderer draws its output. This corresponds to the
[page:WebGLRenderer.domElement domElement] property below. If not passed
in here, a new canvas element will be created.<br />
[page:WebGLRenderingContext context] - This can be used to attach the
renderer to an existing
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext]. Default is null.<br />
[page:String precision] - Shader precision. Can be `"highp"`, `"mediump"`
or `"lowp"`. Defaults to `"highp"` if supported by the device.<br />
[page:Boolean alpha] - controls the default clear alpha value. When set to
`true`, the value is `0`. Otherwise it's `1`. Default is `false`.<br />
[page:Boolean premultipliedAlpha] - whether the renderer will assume that
colors have
[link:https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#Premultiplied_alpha premultiplied alpha].
Default is `true`.<br />
[page:Boolean antialias] - whether to perform antialiasing. Default is
`false`.<br />
[page:Boolean stencil] - whether the drawing buffer has a
[link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer] of at
least 8 bits. Default is `false`.<br />
[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers
until manually cleared or overwritten. Default is `false`.<br />
[page:String powerPreference] - Provides a hint to the user agent
indicating what configuration of GPU is suitable for this WebGL context.
Can be `"high-performance"`, `"low-power"` or `"default"`. Default is
`"default"`. See
[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.<br />
[page:Boolean failIfMajorPerformanceCaveat] - whether the renderer
creation will fail upon low performance is detected. Default is `false`.
See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.<br />
[page:Boolean depth] - whether the drawing buffer has a
[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least
16 bits. Default is `true`.<br />
[page:Boolean logarithmicDepthBuffer] - whether to use a logarithmic depth
buffer. It may be necessary to use this if dealing with huge differences
in scale in a single scene. Note that this setting uses gl_FragDepth if
available which disables the
[link:https://www.khronos.org/opengl/wiki/Early_Fragment_Test Early Fragment Test]
optimization and can cause a decrease in performance.
Default is `false`. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
[page:Boolean reverseDepthBuffer] - whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
This is a more faster and accurate version than logarithmic depth buffer. Default is `false`.
</p>
<h2>Properties</h2>
<h3>[property:Boolean autoClear]</h3>
<p>
Defines whether the renderer should automatically clear its output before
rendering a frame. Default is `true`.
</p>
<h3>[property:Boolean autoClearColor]</h3>
<p>
If [page:.autoClear autoClear] is true, defines whether the renderer
should clear the color buffer. Default is `true`.
</p>
<h3>[property:Boolean autoClearDepth]</h3>
<p>
If [page:.autoClear autoClear] is true, defines whether the renderer
should clear the depth buffer. Default is `true`.
</p>
<h3>[property:Boolean autoClearStencil]</h3>
<p>
If [page:.autoClear autoClear] is true, defines whether the renderer
should clear the stencil buffer. Default is `true`.
</p>
<h3>[property:Object capabilities]</h3>
<p>
An object containing details about the capabilities of the current
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
- [page:Boolean floatFragmentTextures]: whether the context supports the
[link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.<br />
- [page:Boolean floatVertexTextures]: `true` if [page:Boolean floatFragmentTextures]
and [page:Boolean vertexTextures] are both true.<br />
- [page:Method getMaxAnisotropy](): Returns the maximum available
anisotropy.<br />
- [page:Method getMaxPrecision](): Returns the maximum available precision
for vertex and fragment shaders. <br />
- [page:Boolean isWebGL2]: `true` if the context in use is a
WebGL2RenderingContext object.<br />
- [page:Boolean logarithmicDepthBuffer]: `true` if the [page:parameter logarithmicDepthBuffer]
was set to true in the constructor.<br />
- [page:Integer maxAttributes]: The value of `gl.MAX_VERTEX_ATTRIBS`.<br />
- [page:Integer maxCubemapSize]: The value of
`gl.MAX_CUBE_MAP_TEXTURE_SIZE`. Maximum height * width of cube map
textures that a shader can use.<br />
- [page:Integer maxFragmentUniforms]: The value of
`gl.MAX_FRAGMENT_UNIFORM_VECTORS`. The number of uniforms that can be used
by a fragment shader.<br />
- [page:Integer maxSamples]: The value of `gl.MAX_SAMPLES`. Maximum number
of samples in context of Multisample anti-aliasing (MSAA).<br />
- [page:Integer maxTextureSize]: The value of `gl.MAX_TEXTURE_SIZE`.
Maximum height * width of a texture that a shader use.<br />
- [page:Integer maxTextures]: The value of `gl.MAX_TEXTURE_IMAGE_UNITS`.
The maximum number of textures that can be used by a shader.<br />
- [page:Integer maxVaryings]: The value of `gl.MAX_VARYING_VECTORS`. The
number of varying vectors that can used by shaders.<br />
- [page:Integer maxVertexTextures]: The value of
`gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS`. The number of textures that can be
used in a vertex shader.<br />
- [page:Integer maxVertexUniforms]: The value of
`gl.MAX_VERTEX_UNIFORM_VECTORS`. The maximum number of uniforms that can
be used in a vertex shader.<br />
- [page:String precision]: The shader precision currently being used by
the renderer.<br />
- [page:Boolean reverseDepthBuffer]: `true` if the [page:parameter reverseDepthBuffer]
was set to `true` in the constructor and the context
supports the [link:https://registry.khronos.org/webgl/extensions/EXT_clip_control/ EXT_clip_control] extension.<br />
- [page:Boolean vertexTextures]: `true` if [property:Integer maxVertexTextures]
is greater than 0 (i.e. vertex textures can be used).<br />
</p>
<h3>[property:Array clippingPlanes]</h3>
<p>
User-defined clipping planes specified as THREE.Plane objects in world
space. These planes apply globally. Points in space whose dot product with
the plane is negative are cut away. Default is [].
</p>
<h3>[property:Object debug]</h3>
<p>
- [page:Boolean checkShaderErrors]: If it is true, defines whether
material shader programs are checked for errors during compilation and
linkage process. It may be useful to disable this check in production for
performance gain. It is strongly recommended to keep these checks enabled
during development. If the shader does not compile and link - it will not
work and associated material will not render. Default is `true`.<br />
- [page:Function onShaderError]( gl, program, glVertexShader,
glFragmentShader ): A callback function that can be used for custom error
reporting. The callback receives the WebGL context, an instance of
WebGLProgram as well two instances of WebGLShader representing the vertex
and fragment shader. Assigning a custom function disables the default
error reporting. Default is `null`.
</p>
<h3>[property:DOMElement domElement]</h3>
<p>
A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
where the renderer draws its output.<br />
This is automatically created by the renderer in the constructor (if not
provided already); you just need to add it to your page like so:<br />
<code>
document.body.appendChild( renderer.domElement );
</code>
</p>
<h3>[property:Object extensions]</h3>
<p>
- [page:Object get]( [param:String extensionName] ): Used to check whether
various extensions are supported and returns an object with details of the
extension if available. This method can check for the following
extensions:<br />
</p>
<ul>
<li>`WEBGL_depth_texture`</li>
<li>`EXT_texture_filter_anisotropic`</li>
<li>`WEBGL_compressed_texture_s3tc`</li>
<li>`WEBGL_compressed_texture_pvrtc`</li>
<li>`WEBGL_compressed_texture_etc1`</li>
<li>See more: <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Using_Extensions#extension_list" target="_blank">Extension list</a></li>
</ul>
<p>
- [page:Boolean has]( [param:String extensionName] ): `true` if the extension is supported.
</p>
<h3>[property:string outputColorSpace]</h3>
<p>
Defines the output color space of the renderer. Default is [page:Textures THREE.SRGBColorSpace].
</p>
<p>
If a render target has been set using [page:WebGLRenderer.setRenderTarget .setRenderTarget]
then renderTarget.texture.colorSpace will be used instead.
</p>
<p>
See the [page:Textures texture constants] page for details of other
formats.
</p>
<h3>[property:Object info]</h3>
<p>
An object with a series of statistical information about the graphics
board memory and the rendering process. Useful for debugging or just for
the sake of curiosity. The object contains the following fields:
</p>
<ul>
<li>
memory:
<ul>
<li>geometries</li>
<li>textures</li>
</ul>
</li>
<li>
render:
<ul>
<li>calls</li>
<li>triangles</li>
<li>points</li>
<li>lines</li>
<li>frame</li>
</ul>
</li>
<li>programs</li>
</ul>
<p>
By default these data are reset at each render call but when having
multiple render passes per frame (e.g. when using post processing) it can
be preferred to reset with a custom pattern. First, set `autoReset` to
`false`.
<code> renderer.info.autoReset = false; </code>
Call `reset()` whenever you have finished to render a single frame.
<code> renderer.info.reset(); </code>
</p>
<h3>[property:Boolean localClippingEnabled]</h3>
<p>
Defines whether the renderer respects object-level clipping planes.
Default is `false`.
</p>
<h3>[property:Object properties]</h3>
<p>
Used internally by the renderer to keep track of various sub object
properties.
</p>
<h3>[property:WebGLRenderLists renderLists]</h3>
<p>Used internally to handle ordering of scene object rendering.</p>
<h3>[property:WebGLShadowMap shadowMap]</h3>
<p>
This contains the reference to the shadow map, if used.<br />
- [page:Boolean enabled]: If set, use shadow maps in the scene. Default is
`false`.<br />
- [page:Boolean autoUpdate]: Enables automatic updates to the shadows in
the scene. Default is `true`.<br />
If you do not require dynamic lighting / shadows, you may set this to
`false` when the renderer is instantiated.<br />
- [page:Boolean needsUpdate]: When set to `true`, shadow maps in the scene
will be updated in the next `render` call. Default is `false`.<br />
If you have disabled automatic updates to shadow maps
(`shadowMap.autoUpdate = false`), you will need to set this to `true` and
then make a render call to update the shadows in your scene.<br />
- [page:Integer type]: Defines shadow map type (unfiltered, percentage
close filtering, percentage close filtering with bilinear filtering in
shader). Options are:
</p>
<ul>
<li>THREE.BasicShadowMap</li>
<li>THREE.PCFShadowMap (default)</li>
<li>THREE.PCFSoftShadowMap</li>
<li>THREE.VSMShadowMap</li>
</ul>
See [page:Renderer Renderer constants] for details.<br />
<h3>[property:Boolean sortObjects]</h3>
<p>
Defines whether the renderer should sort objects. Default is `true`.<br /><br />
Note: Sorting is used to attempt to properly render objects that have some
degree of transparency. By definition, sorting objects may not work in all
cases. Depending on the needs of application, it may be necessary to turn
off sorting and use other methods to deal with transparency rendering e.g.
manually determining each object's rendering order.
</p>
<h3>[property:Object state]</h3>
<p>
Contains functions for setting various properties of the
[page:WebGLRenderer.context] state.
</p>
<h3>[property:Constant toneMapping]</h3>
<p>
Default is [page:Renderer NoToneMapping]. See the [page:Renderer Renderer constants] for other choices.
</p>
<h3>[property:Number toneMappingExposure]</h3>
<p>Exposure level of tone mapping. Default is `1`.</p>
<h3>[property:Number transmissionResolutionScale]</h3>
<p>The normalized resolution scale for the transmission render target, measured in percentage of viewport dimensions. Lowering this value can result in significant improvements to [page:MeshPhysicalMaterial MeshPhysicalMaterial] transmission performance. Default is `1`.</p>
<h3>[property:WebXRManager xr]</h3>
<p>
Provides access to the WebXR related [page:WebXRManager interface] of the
renderer.
</p>
<h2>Methods</h2>
<h3>
[method:undefined clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )
</h3>
<p>
Tells the renderer to clear its color, depth or stencil drawing buffer(s).
This method initializes the color buffer to the current clear color
value.<br />
Arguments default to `true`.
</p>
<h3>[method:undefined clearColor]( )</h3>
<p>
Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).
</p>
<h3>[method:undefined clearDepth]( )</h3>
<p>
Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).
</p>
<h3>[method:undefined clearStencil]( )</h3>
<p>
Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).
</p>
<h3>
[method:Set compile]( [param:Object3D scene], [param:Camera camera], [param:Scene targetScene] )
</h3>
<p>
Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.
If you want to add a 3D object to an existing scene, use the third optional parameter for applying the target scene.<br />
Note that the (target) scene's lighting and environment should be configured before calling this method.
</p>
<h3>
[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera], [param:Scene targetScene] )
</h3>
<p>
Asynchronous version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the
given scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
</p>
<h3>
[method:undefined copyFramebufferToTexture]( [param:FramebufferTexture texture], [param:Vector2 position], [param:Number level] )
</h3>
<p>
Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables
access to
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].
</p>
<h3>
[method:undefined copyTextureToTexture]( [param:Texture srcTexture], [param:Texture dstTexture], [param:Box2 srcRegion] | [param:Box3 srcRegion], [param:Vector2 dstPosition] | [param:Vector3 dstPosition], [param:Number srcLevel], [param:Number dstLevel] )
</h3>
<p>
Copies the pixels of a texture in the bounds '[page:Box3 srcRegion]' in the destination texture starting from the given position.
2D Texture, 3D Textures, or a mix of the two can be used as source and destination texture arguments for copying between layers of 3d textures.</br>
The `depthTexture` and `texture` property of render targets are supported as well.<br />
When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized e.g. via [page:.initRenderTarget]().
</p>
<h3>[method:undefined dispose]( )</h3>
<p>
Frees the GPU-related resources allocated by this instance. Call this
method whenever this instance is no longer used in your app.
</p>
<h3>[method:undefined forceContextLoss]()</h3>
<p>
Simulate loss of the WebGL context. This requires support for the
[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
</p>
<h3>[method:undefined forceContextRestore]( )</h3>
<p>
Simulate restore of the WebGL context. This requires support for the
[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
</p>
<h3>[method:Float getClearAlpha]()</h3>
<p>
Returns a [page:Float float] with the current clear alpha. Ranges from `0`
to `1`.
</p>
<h3>[method:Color getClearColor]( [param:Color target] )</h3>
<p>
Returns a [page:Color THREE.Color] instance with the current clear color.
</p>
<h3>[method:WebGL2RenderingContext getContext]()</h3>
<p>Return the current WebGL context.</p>
<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
<p>
Returns an object that describes the attributes set on the WebGL context
when it was created.
</p>
<h3>[method:Integer getActiveCubeFace]()</h3>
<p>Returns the current active cube face.</p>
<h3>[method:Integer getActiveMipmapLevel]()</h3>
<p>Returns the current active mipmap level.</p>
<h3>[method:RenderTarget getRenderTarget]()</h3>
<p>
Returns the current [page:RenderTarget RenderTarget] if there are; returns
`null` otherwise.
</p>
<h3>[method:Vector4 getCurrentViewport]( [param:Vector4 target] )</h3>
<p>
[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
Returns the current viewport.
</p>
<h3>[method:Vector2 getDrawingBufferSize]( [param:Vector2 target] )</h3>
<p>
[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
Returns the width and height of the renderer's drawing buffer, in pixels.
</p>
<h3>[method:number getPixelRatio]()</h3>
<p>Returns current device pixel ratio used.</p>
<h3>[method:Vector4 getScissor]( [param:Vector4 target] )</h3>
<p>
[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
Returns the scissor region.
</p>
<h3>[method:Boolean getScissorTest]()</h3>
<p>Returns `true` if scissor test is enabled; returns `false` otherwise.</p>
<h3>[method:Vector2 getSize]( [param:Vector2 target] )</h3>
<p>
[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
Returns the width and height of the renderer's output canvas, in pixels.
</p>
<h3>[method:Vector4 getViewport]( [param:Vector4 target] )</h3>
<p>
[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
Returns the viewport.
</p>
<h3>[method:undefined initTexture]( [param:Texture texture] )</h3>
<p>
Initializes the given texture. Useful for preloading a texture rather than
waiting until first render (which can cause noticeable lags due to decode
and GPU upload overhead).
</p>
<h3>[method:undefined initRenderTarget]( [param:WebGLRenderTarget target] )</h3>
<p>
Initializes the given WebGLRenderTarget memory. Useful for initializing a render
target so data can be copied into it using [page:WebGLRenderer.copyTextureToTexture .copyTextureToTexture]
before it has been rendered to.
</p>
<h3>[method:undefined resetGLState]( )</h3>
<p>
Reset the GL state to default. Called internally if the WebGL context is
lost.
</p>
<h3>
[method:undefined readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], [param:TypedArray buffer], [param:Integer activeCubeFaceIndex] )
</h3>
<p>
buffer - Uint8Array is the only destination type supported in all cases,
other types are renderTarget and platform dependent. See
[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.
</p>
<p>
Reads the pixel data from the renderTarget into the buffer you pass in.
This is a wrapper around
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().
</p>
<p>
For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use
the optional parameter activeCubeFaceIndex to determine which face should
be read.
</p>
<h3>
[method:Promise readRenderTargetPixelsAsync]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], [param:TypedArray buffer], [param:Integer activeCubeFaceIndex] )
</h3>
<p>
Asynchronous, non-blocking version of [page:WebGLRenderer.readRenderTargetPixels .readRenderTargetPixels]. The
returned promise resolves once the buffer data is ready to be used.
</p>
<p>
See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
</p>
<h3>
[method:undefined render]( [param:Object3D scene], [param:Camera camera] )
</h3>
<p>
Render a [page:Scene scene] or another type of [page:Object3D object]
using a [page:Camera camera].<br />
The render is done to a previously specified [page:WebGLRenderTarget renderTarget]
set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.<br />
By default render buffers are cleared before rendering but you can prevent
this by setting the property [page:WebGLRenderer.autoClear autoClear] to
false. If you want to prevent only certain buffers being cleared you can
set either the [page:WebGLRenderer.autoClearColor autoClearColor],
[page:WebGLRenderer.autoClearStencil autoClearStencil] or
[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To
forcibly clear one or more buffers call [page:WebGLRenderer.clear .clear].
</p>
<h3>[method:undefined resetState]()</h3>
<p>
Can be used to reset the internal WebGL state. This method is mostly
relevant for applications which share a single WebGL context across
multiple WebGL libraries.
</p>
<h3>[method:undefined setAnimationLoop]( [param:Function callback] )</h3>
<p>
[page:Function callback] — The function will be called every available
frame. If `null` is passed it will stop any already ongoing animation.
</p>
<p>
A built in function that can be used instead of
[link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame].
For WebXR projects this function must be used.
</p>
<h3>[method:undefined setClearAlpha]( [param:Float alpha] )</h3>
<p>Sets the clear alpha. Valid input is a float between `0.0` and `1.0`.</p>
<h3>
[method:undefined setClearColor]( [param:Color color], [param:Float alpha] )
</h3>
<p>Sets the clear color and opacity.</p>
<h3>[method:undefined setPixelRatio]( [param:number value] )</h3>
<p>
Sets device pixel ratio. This is usually used for HiDPI device to prevent
blurring output canvas.
</p>
<h3>
[method:undefined setRenderTarget]( [param:WebGLRenderTarget renderTarget],
[param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )
</h3>
<p>
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be
activated. When `null` is given, the canvas is set as the active render
target instead.<br />
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3,
PZ 4, NZ 5) of [page:WebGLCubeRenderTarget]. When passing a
[page:WebGLArrayRenderTarget] or [page:WebGL3DRenderTarget] this indicates
the z layer to render in to (optional).<br />
activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
This method sets the active rendertarget.
</p>
<h3>
[method:undefined setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
[method:undefined setScissor]( [param:Vector4 vector] )
</h3>
<p>
The x, y, width, and height parameters of the scissor region.<br />
Optionally, a 4-component vector specifying the parameters of the
region.<br /><br />
Sets the scissor region from (x, y) to (x + width, y + height).<br />
(x, y) is the lower-left corner of the scissor region.
</p>
<h3>[method:undefined setScissorTest]( [param:Boolean boolean] )</h3>
<p>
Enable or disable the scissor test. When this is enabled, only the pixels
within the defined scissor area will be affected by further renderer
actions.
</p>
<h3>[method:undefined setOpaqueSort]( [param:Function method] )</h3>
<p>
Sets the custom opaque sort function for the WebGLRenderLists. Pass null
to use the default painterSortStable function.
</p>
<h3>[method:undefined setTransparentSort]( [param:Function method] )</h3>
<p>
Sets the custom transparent sort function for the WebGLRenderLists. Pass
null to use the default reversePainterSortStable function.
</p>
<h3>
[method:undefined setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )
</h3>
<p>
Resizes the output canvas to (width, height) with device pixel ratio taken
into account, and also sets the viewport to fit that size, starting in (0,
0). Setting [page:Boolean updateStyle] to false prevents any style changes
to the output canvas.
</p>
<h3>
[method:undefined setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
[method:undefined setViewport]( [param:Vector4 vector] )
</h3>
<p>
The x, y, width, and height parameters of the viewport.<br />
Optionally, a 4-component vector specifying the parameters of a
viewport.<br /><br />
Sets the viewport to render from (x, y) to (x + width, y + height).<br />
(x, y) is the lower-left corner of the region.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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