WebGLRenderer Constants

Cull Face Modes

THREE.CullFaceNone THREE.CullFaceBack THREE.CullFaceFront THREE.CullFaceFrontBack

[page:constant CullFaceNone] disables face culling.
[page:constant CullFaceBack] culls back faces (default).
[page:constant CullFaceFront] culls front faces.
[page:constant CullFaceFrontBack] culls both front and back faces.

Front Face Direction

THREE.FrontFaceDirectionCW THREE.FrontFaceDirectionCCW

[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.
[page:constant FrontFaceDirectionCCW] sets the winding order for polygons to counter-clockwise (default).

Shadow Types

THREE.BasicShadowMap THREE.PCFShadowMap THREE.PCFSoftShadowMap THREE.VSMShadowMap

These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.

[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.
[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).
[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.

Tone Mapping

THREE.NoToneMapping THREE.LinearToneMapping THREE.ReinhardToneMapping THREE.Uncharted2ToneMapping THREE.CineonToneMapping THREE.ACESFilmicToneMapping

These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property. This is used to approximate the appearance of high dynamic range (HDR) on the low dynamic range medium of a standard computer monitor or mobile device's screen.

[page:constant NoToneMapping] disables tone mapping.
[page:constant LinearToneMapping] is the default.

See the [example:webgl_tonemapping WebGL / tonemapping] example.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]