RoomleConfigurator.Internal.ShadowMapPassOverrideMaterialCache
Last updated
Last updated
..ShadowMapPassOverrideMaterialCache
↳ ShadowMapPassOverrideMaterialCache
• new ShadowMapPassOverrideMaterialCache()
â–ª Static
useModifiedMaterial: boolean
= true
• set
shadowOnGround(value
): void
value
boolean
void
â–¸ addLineOrPoint(object3d
): void
object3d
Object3D
<Object3DEventMap
>
void
â–¸ addMesh(mesh
): void
mesh
Mesh
<BufferGeometry
<NormalBufferAttributes
>, Material
| Material
[], Object3DEventMap
>
void
â–¸ addObject(object3d
): void
object3d
Object3D
<Object3DEventMap
>
void
â–¸ addToCache(object
, updateObjectData
): void
object
Object3D
<Object3DEventMap
> | Mesh
<BufferGeometry
<NormalBufferAttributes
>, Material
| Material
[], Object3DEventMap
>
updateObjectData
void
â–¸ clear(): void
void
â–¸ dispose(): void
void
â–¸ onAfterRender(): void
void
â–¸ onBeforeRender(): void
void
â–¸ setBoundingBox(box
): void
box
Box3
void
â–¸ setShadowParameters(enableGroundBoundary
, directionalDependency
, directionalExponent
, groundBoundary
, groundMapScale
, distance
, blur
): void
enableGroundBoundary
boolean
directionalDependency
number
directionalExponent
number
groundBoundary
number
groundMapScale
number
distance
number
blur
number
void
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