Class: CSMRenderer
Constructors
constructor
• new CSMRenderer(config?): CSMRenderer
Parameters
| Name | Type |
|---|---|
config | Partial<CSMConfig> |
Returns
Accessors
numCascades
• get numCascades(): number
Returns
number
shadowBias
• get shadowBias(): number
Returns
number
skipShadowObjects
• get skipShadowObjects(): readonly Object3D<Object3DEventMap>[]
The skipShadow-flagged objects every depth consumer must hide. The
local shadow atlas hides the same list, so casters can never disagree
between the sun's maps and a torch's.
Returns
readonly Object3D<Object3DEventMap>[]
Methods
addSkipShadowObject
▸ addSkipShadowObject(object): void
Parameters
| Name | Type |
|---|---|
object | Object3D<Object3DEventMap> |
Returns
void
attachShadowLedger
▸ attachShadowLedger(ledger, nearUnits?, farUnits?): void
Share the per-frame shadow budget with the local light atlas. The near cascade is priority 1 and only records its spend; far cascades ask for a grant where the hard-coded one-far-per-frame rule used to be the only throttle. With no ledger attached (or no local lights active — the ledger grants unconditionally then), behavior is exactly today's.
Parameters
| Name | Type | Default value |
|---|---|---|
ledger | CSMShadowLedger | undefined |
nearUnits | number | 4 |
farUnits | number | 6 |
Returns
void
dispose
▸ dispose(): void
Returns
void