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Docs: Improve WebGLRenderer page. (#29459)
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Mugen87 authored Sep 21, 2024
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Showing 1 changed file with 7 additions and 3 deletions.
10 changes: 7 additions & 3 deletions docs/api/en/renderers/WebGLRenderer.html
Original file line number Diff line number Diff line change
Expand Up @@ -75,6 +75,9 @@ <h3>[name]( [param:Object parameters] )</h3>
[link:https://www.khronos.org/opengl/wiki/Early_Fragment_Test Early Fragment Test]
optimization and can cause a decrease in performance.
Default is `false`. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.

[page:Boolean reverseDepthBuffer] - whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
This is a more faster and accurate version than logarithmic depth buffer. Default is `false`.
</p>

<h2>Properties</h2>
Expand Down Expand Up @@ -119,9 +122,7 @@ <h3>[property:Object capabilities]</h3>
- [page:Boolean isWebGL2]: `true` if the context in use is a
WebGL2RenderingContext object.<br />
- [page:Boolean logarithmicDepthBuffer]: `true` if the [page:parameter logarithmicDepthBuffer]
was set to true in the constructor and the context
supports the
[link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.<br />
was set to true in the constructor.<br />
- [page:Integer maxAttributes]: The value of `gl.MAX_VERTEX_ATTRIBS`.<br />
- [page:Integer maxCubemapSize]: The value of
`gl.MAX_CUBE_MAP_TEXTURE_SIZE`. Maximum height * width of cube map
Expand All @@ -145,6 +146,9 @@ <h3>[property:Object capabilities]</h3>
be used in a vertex shader.<br />
- [page:String precision]: The shader precision currently being used by
the renderer.<br />
- [page:Boolean reverseDepthBuffer]: `true` if the [page:parameter reverseDepthBuffer]
was set to `true` in the constructor and the context
supports the [link:https://registry.khronos.org/webgl/extensions/EXT_clip_control/ EXT_clip_control] extension.<br />
- [page:Boolean vertexTextures]: `true` if [property:Integer maxVertexTextures]
is greater than 0 (i.e. vertex textures can be used).<br />
</p>
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