Renderer · function

resolveGlobalMedium

A caller's numbers, clamped to what the shader can be handed.

Explained in Hello world.

function resolveGlobalMedium(options: Partial<GlobalMediumOptions>): GlobalMediumOptions
import { resolveGlobalMedium } from '@driftengine/core';

Parameters

ParameterTypeDescription
optionsPartial<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.