未验证 提交 1713bc2c 编写于 作者: W WestLangley 提交者: GitHub

Improve description of light intensity and power units. (#22299)

上级 b6b18963
......@@ -41,8 +41,7 @@
<h3>[property:Float intensity]</h3>
<p>
The light's intensity, or strength.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the product of
[page:.color color] * intensity is interpreted as luminous intensity measured in candela.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the units of intensity depend on the type of light.<br />
Default - *1.0*.
</p>
......
......@@ -77,17 +77,23 @@ scene.add( light );
Default is *0.0*.
</p>
<h3>[property:Float intensity]</h3>
<p>
The light's intensity. Default is *1*. <br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminous
intensity of the light measured in candela (cd).<br /><br />
Changing the intensity will also change the light's power.
</p>
<h3>[property:Float power]</h3>
<p>
The light's power.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
This is directly related to the [page:.intensity intensity] in the ratio
<code>
power = intensity * 4&pi;
</code>
and changing this will also change the intensity.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
power of the light measured in lumens (lm). <br /><br />
Changing the power will also change the light's intensity.
</p>
<h3>[property:PointLightShadow shadow]</h3>
......
......@@ -62,6 +62,25 @@ rectLight.add( rectLightHelper );
See the base [page:Light Light] class for common properties.
</p>
<h3>[property:Float intensity]</h3>
<p>
The light's intensity. Default is *1*. <br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminance
(brightness) of the light measured in nits (cd/m^2).<br /><br />
Changing the intensity will also change the light's power.
</p>
<h3>[property:Float power]</h3>
<p>
The light's power.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
power of the light measured in lumens (lm). <br /><br />
Changing the power will also change the light's intensity.
</p>
<h2>Methods</h2>
<p>
See the base [page:Light Light] class for common methods.
......
......@@ -103,6 +103,16 @@
Default is *0.0*.
</p>
<h3>[property:Float intensity]</h3>
<p>
The light's intensity. Default is *1*. <br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminous
intensity of the light measured in candela (cd).<br /><br />
Changing the power will also change the light's intensity.
</p>
<h3>[property:Float penumbra]</h3>
<p>
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
......@@ -117,16 +127,13 @@
<h3>[property:Float power]</h3>
<p>
The light's power.<br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
power of the light measured in lumens (lm). <br /><br />
This is directly related to the [page:.intensity intensity] in the ratio
<code>
power = intensity * &pi;
</code>
and changing this will also change the intensity.
Changing this will also change the light's intensity.
</p>
<h3>[property:SpotLightShadow shadow]</h3>
<p>
A [page:SpotLightShadow] used to calculate shadows for this light.
......
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