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+# Renderer
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+
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+The `Renderer` component is the main component of Tres. It's the one that creates the ThreeJS `WebGLRenderer` and define your Tres Scene.
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+
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+```vue{2,7}
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+<template>
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+ <TresCanvas shadows :output-encoding="sRGBEncoding">
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+ <TresPerspectiveCamera />
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+ <TresScene>
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+ <!-- Your scene goes here -->
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+ </TresScene>
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+ </TresCanvas>
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+</template>
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+```
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+
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+## Props
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+
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+| Prop | Description | Default |
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+| --------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------ |
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+| **shadows** | Enable shadows in the Renderer | `false` |
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+| **shadowMapType** | Set the shadow map type | `PCFSoftShadowMap` |
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+| **physicallyCorrectLights** | Whether to use physically correct lighting mode. See the [lights / physical example](https://threejs.org/examples/#webgl_lights_physical). | `false` |
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+| **outputEncoding** | Defines the output encoding | `LinearEncoding` |
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+| **toneMapping** | Defines the tone mapping exposure used by the renderer. | `NoToneMapping` |
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+| **context** | This can be used to attach the renderer to an existing [RenderingContext](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext) | |
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+| **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` |
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+| **preserveDrawingBuffer** | Whether to preserve the buffers until manually cleared or overwritten.. | `false` |
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+| **clearColor** | The color the renderer will use to clear the canvas. | `#000000` |
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+| **windowSize** | Whether to use the window size as the canvas size or the parent element. | `false` |
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+
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+## Defaults
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+
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+Tres tries to be as less opinionated as possible. That's why it doesn't set almost any default value for the `Renderer` component. You need to set the props you want to use. The only exception is the `antialias` prop. It's set to `true` by default.
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