Methods
_blur()
This is a two-pass Gaussian blur for a cubemap. Normally this is done
vertically and horizontally, but this breaks down on a cube. Here we apply
the blur latitudinally (around the poles), and then longitudinally (towards
the poles) to approximate the orthogonally-separable blur. It is least
accurate at the poles, but still does a decent job.
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compileCubemapShader()
Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
your texture's network fetch for increased concurrency.
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compileEquirectangularShader()
Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
your texture's network fetch for increased concurrency.
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dispose()
Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
one of them will cause any others to also become unusable.
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fromCubemap()
Generates a PMREM from an cubemap texture, which can be either LDR
or HDR. The ideal input cube size is 256 x 256,
as this matches best with the 256 x 256 cubemap output.
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fromEquirectangular()
Generates a PMREM from an equirectangular texture, which can be either LDR
or HDR. The ideal input image size is 1k (1024 x 512),
as this matches best with the 256 x 256 cubemap output.
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fromScene()
Generates a PMREM from a supplied Scene, which can be faster than using an
image if networking bandwidth is low. Optional sigma specifies a blur radius
in radians to be applied to the scene before PMREM generation. Optional near
and far planes ensure the scene is rendered in its entirety (the cubeCamera
is placed at the origin).
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