clear color and depth at the start of every render (default true)
Free GPU resources. Without an argument, everything the renderer created is deleted and the context is lost; the renderer is unusable afterwards. With a geometry, material or texture, only that object's resources are freed. It is recreated on the next render if still in use.
Optionalobject: BufferGeometry | Texture | MaterialRender a scene: update the world matrices, then draw every visible mesh in depth-first order. Resources for geometries, materials and textures are created on first use and reused afterwards.
this instance
Set the color the frame is cleared to (black by default).
a Color or a hex string like '#202020'
Optionalalpha: number
overrides the color's alpha if given
Device pixel ratio applied by setSize (default 1)
Resize the drawing surface in CSS pixels; pixelRatio is applied
WebGL2 renderer. Owns every GPU resource: programs (one per material), vertex array objects and buffers (one set per geometry) and textures. Scene objects stay plain data and can be shared between meshes freely. Materials need a
glslshader source pair.Shaders can declare the built-in uniforms
modelMatrix,viewMatrix,projectionMatrix,modelViewMatrix(mat4) andnormalMatrix(mat3); they are set per mesh from the scene graph and the camera, unless the material defines a uniform of the same name. The same goes for the lights of the frame, in view space with colours premultiplied by intensity:ambientLightColor(vec3),directionalLightDirections[]anddirectionalLightColors[](vec3 arrays) withdirectionalLightCount(int), andpointLightPositions[],pointLightColors[](vec3 arrays),pointLightRanges[](float array) withpointLightCount. The array lengths are the shader's choice; lights beyond them are dropped. See LightUniforms.