Renderer · function
resolveGlobalMedium
A caller's numbers, clamped to what the shader can be handed.
Explained in Hello world.
function resolveGlobalMedium(options: Partial<GlobalMediumOptions>): GlobalMediumOptionsimport { resolveGlobalMedium } from '@driftengine/core';Parameters
| Parameter | Type | Description |
|---|---|---|
options | Partial<GlobalMediumOptions> |
In depth
Every bound here is a picture rather than a guard. A negative density is exp(+x) and a
frame that grows brighter with distance; an anisotropy of exactly 1 or -1 divides the phase
function by zero, which is a NaN that a half-float target spreads over the whole screen rather
than reporting; a maxDistance of zero is a march with no length that still costs its steps.