Type of root, inferred from the root you pass.
OptionalanchorWhere the view's origin sits, as a fraction of its size; see View3D#anchor
OptionalautoMatch the renderer's screen size on every render, following it when the canvas resizes; see View3D#autoResize
OptionalbackgroundDrawn behind the scene: a cube map, a Hemisphere gradient, a plain colour, or null
for none; see View3D#background
OptionalcameraCamera to draw from, added to root when it has no parent; see View3D#camera
OptionalcompositeDraw the scene into its own texture, then onto the screen, instead of straight to the screen
The view does this anyway while it has an enabled post effect, an enabled pass that
requires a scene output, or a View3D#resolution other
than its target's; View3D#resolution says when to set it yourself. On a canvas with
antialias the texture is multisampled too, unless a scene output's format rules that out; see
SceneOutput.
OptionalcullHow the view culls its meshes outside the camera's view; see CullMode
OptionalenvironmentLight from the surroundings: a cube map, a Hemisphere gradient, or null for none;
see View3D#environment
OptionalexposureBrightness multiplier applied before tone mapping; see View3D#exposure
OptionalfogDistance fog, left out for none; see View3D#fog
OptionalgraphBuilds the render graph for this view
Runs on the first render and again each time the view rebuilds its graph, such as after
View3D#passes is assigned, a pass's enabled flips, or View3D#unload. A rebuild
destroys the old graph and its passes, so make the passes inside the callback.
Leave it out to use createDefaultGraph3D; to add passes to that pipeline, use
View3DOptions#passes instead. For a different pipeline, start from
createDefaultGraph3D and append, or build a bare RenderGraph. Forward options
either way: it carries what every graph needs, and keeps passes, composite and
toneMapping working. A pass that uses a scene output the graph doesn't attach throws when the
view builds it.
OptionalheightHeight of the 3D viewport in pixels; see width
OptionalpassesPasses and post effects for this view, the same as assigning View3D#passes later
OptionalresolutionTexels per logical pixel the scene is drawn at, or 'inherit' for the target's; see
View3D#resolution
OptionalrootRoot of the 3D scene; see View3D#root
OptionalshadowHow soft shadow edges are; see View3D#shadowFilter
OptionalshadowSize of the shadow maps; see View3D#shadowQuality
OptionaltoneTone mapping curve; see View3D#toneMapping
OptionalwidthWidth of the 3D viewport in pixels
Constructor options for View3D
pixi's own container options, such as
label,position,eventModeand theon*handlers, work too.Example