Base parameters used to create a ProjectedMesh

interface ProjectedMeshBaseParams {
    frustumCulling?: FrustumCullingCheck;
    DOMFrustumMargins?: RectCoords;
    receiveShadows?: boolean;
    castShadows?: boolean;
    transmissive?: boolean;
}

Hierarchy (View Summary)

Properties

frustumCulling?: FrustumCullingCheck

Frustum culling check to use. Accepts OBB, sphere or a boolean. Default to OBB. When set to true, OBB is used.

DOMFrustumMargins?: RectCoords

Margins (in pixels) to applied to the DOM Frustum to determine if this ProjectedMesh should be frustum culled or not.

receiveShadows?: boolean

Whether the mesh should receive the shadows from shadow casting lights. If set to true, the lights shadow map textures and sampler will be added to the material, and some shader chunks helpers will be added. Default to false.

castShadows?: boolean

Whether the mesh should cast shadows from shadow casting lights. If set to true, the mesh will be automatically added to all shadow maps. If you want to cast only specific shadows, see shadow's addShadowCastingMesh method. Default to false.

transmissive?: boolean

Whether the mesh should be considered as transmissive, like glass or transparent plastic. Will be rendered after the non transmissive meshes and have the camera renderer transmissionTarget texture and sampler properties attached to it to handle transmission effect.