THREE.JS / FOUNDATIONS 107
One scene. Three light contracts.
A material can consume every scene light, a hand-picked LightsNode list, or a renderer-managed dynamic array. Those choices change what the graph means, what the cache keys contain, and which objects receive the light.
Initializing
-
Preparing red, neutral, and blue lighting zones.
- Policy
- -
- Lights
- -
- Selective nodes
- -
- Compile ms
- -
- Cache keys
- -
- Draw calls
- -
- Triangles
- -
- Frame ms
- -
Lighting contract-
Left receives red lights, center receives all lights, and right receives blue lights.
Cache evidenceLightsNode.customCacheKey()
Selective light IDs are part of each material lighting contract.
red
-all
-blue
-
Selective lighting study unavailable.
Changing population rebuilds static selective contracts; in dynamic mode, add/remove updates the renderer-managed light array without rebuilding the materials. Try ?mode=dynamic&forceWebGL=1 for the labeled WebGL2 fallback.
LAB 107 / SELECTIVE LIGHTS