chloe
January 22, 2024, 8:54am
3
The goal of this change is to provide a single lighting mode that supports physically correct lighting. We believe the engine’s lighting should have been implemented like this in the first place meaning without internal scaling factors or custom decay implementations.
Besides, WebGPURenderer
will only come with a single (physically correct) lighting mode. We are convinced it’s better to make this change in WebGLRenderer
now so a switch to WebGPU will become easier.
Questions
For general questions, please reply to this thread. If you would like help updating some existing code, consider starting a new thread with the full context, then including a link in this thread.
We also recommend to check how the official examples and the manual will be updated to get a better impression of the migration tasks. You can do that by simply comparing the example code between r155
and 154
.
Hello, I read your link, the version of rendering has indeed made a very big change, then may I ask what way can I use to adjust the rendering effect to the state of Figure r147? Do you have any parameters or anything like that? or there is no way?