The Renderer
component is the main component of Tres. It's the one that creates the ThreeJS WebGLRenderer
and define your Tres Scene.
<template>
<TresCanvas shadows :output-encoding="sRGBEncoding">
<TresPerspectiveCamera />
<TresScene>
<!-- Your scene goes here -->
</TresScene>
</TresCanvas>
</template>
Prop | Description | Default |
---|---|---|
shadows | Enable shadows in the Renderer | false |
shadowMapType | Set the shadow map type | PCFSoftShadowMap |
physicallyCorrectLights | Whether to use physically correct lighting mode. See the lights / physical example. | false |
outputEncoding | Defines the output encoding | LinearEncoding |
toneMapping | Defines the tone mapping exposure used by the renderer. | NoToneMapping |
context | This can be used to attach the renderer to an existing RenderingContext | |
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 |
preserveDrawingBuffer | Whether to preserve the buffers until manually cleared or overwritten.. | false |
clearColor | The color the renderer will use to clear the canvas. | #000000 |
windowSize | Whether to use the window size as the canvas size or the parent element. | false |
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.