_wellLitDirectionalLightIntensity
_wellLitDirectionalLightIntensity: number = ...
OptionalambientLight
ambientLight?: AmbientLight
camera
camera: PerspectiveCamera = ...
compiledRenderDesc
compiledRenderDesc: Event = ... controls
controls: OrbitControls<Camera> | undefined
destroyed
destroyed: boolean = false
OptionaldirectionalLight
directionalLight?: DirectionalLight
OptionaldirectionalLight2
directionalLight2?: DirectionalLight
effectComposer
effectComposer: EffectComposer | undefined
failedRenderDesc
failedRenderDesc: Event = ... forceAccurateNeedsRegeneration
forceAccurateNeedsRegeneration: boolean = false
isRenderingMesh
isRenderingMesh: Map<Instance, boolean> = ... lookAwayDistance
lookAwayDistance: number = 6
lookAwayVector
lookAwayVector: Vec3 = ... OptionalparticlesStartFull
particlesStartFull?: number = undefined
particlesStartFullFramerate
particlesStartFullFramerate: number = FLAGS.PARTICLES_START_FULL_FRAMERATE
Optionalplane
plane?: Mesh<
BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
Material<MaterialEventMap> | Material<MaterialEventMap>[],
Object3DEventMap,
>
renderDescs
renderDescs: Map<Instance, RenderDesc> = ... Optionalscissor
scissor?: [number, number, number, number]
shadowEnabled
shadowEnabled: boolean = true
OptionalshadowPlane
shadowPlane?: Mesh<
BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
Material<MaterialEventMap> | Material<MaterialEventMap>[],
Object3DEventMap,
>
shadowResolution
shadowResolution: [number, number] = ...
shouldAnimate
shouldAnimate: boolean = true
Optionalviewport
viewport?: [number, number, number, number]
Created by calling RBXRenderer.addScene()