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    Interface IV_Scene

    场景配置

    interface IV_Scene {
        ambientLight?: IV_DirectionalLight;
        backgroudColor?: [number, number, number, number];
        baseUnit?: I_SceneBaseUnit;
        BOL?: {
            rebuildPecent?: I_BolRebulidPercent;
            size?: I_BolSize;
            updateStrideSize?: I_BolStrideSizeOfUpdate;
        };
        canvas: string;
        lightNumber?: number;
        modeNDC?: boolean;
        premultipliedAlpha?: boolean;
        realTimeRender?: boolean;
        renderMode?: "deferRender"
        | "MSAARender"
        | "forwardRender";
        reversedZ?: boolean;
        toneMapping?: E_ToneMappingType;
        useDevicePixelRatio?: boolean;
    }
    Index

    Properties

    ambientLight?: IV_DirectionalLight

    环境光

    backgroudColor?: [number, number, number, number]

    backgroudColor ,默认是[0,0,0,1]

    baseUnit?: I_SceneBaseUnit

    场景单位

    BOL?: {
        rebuildPecent?: I_BolRebulidPercent;
        size?: I_BolSize;
        updateStrideSize?: I_BolStrideSizeOfUpdate;
    }

    BOL配置

    Type Declaration

    canvas: string

    canvas id

    lightNumber?: number

    最大光源数量,默认= coreConst.lightNumber ,32个

    modeNDC?: boolean

    是否开启NDC,默认=false

    premultipliedAlpha?: boolean

    预乘,根据预乘设置canvas的alphaMode 1、默认=true
    2、如果backgroudColor有alpha通道,且需要使用,premultipliedAlpha= true 3、不透明,alpha=1,乘不乘,一样

    realTimeRender?: boolean

    是否进行实时渲染

    renderMode?: "deferRender" | "MSAARender" | "forwardRender"

    渲染模式,默认:deferRender

    reversedZ?: boolean

    是否开启 Reversed Z,默认=false,为了开发简单些(避免debug的复杂度增加),release后,切换为默认=true

    toneMapping?: E_ToneMappingType

    色调映射,默认:acesToSRGB

    useDevicePixelRatio?: boolean

    是否使用设备像素比,默认=true