THREE.JS / FOUNDATIONS — WEBGL SHADOWS
Six directions of light.
Keep native PointLight cube shadows visible: animated colored sources, a back-side receiver shell, alpha-mapped light volumes, and an explicit renderer shadow-map lifecycle.
Initializing point shadowsWebGL2
Preparing the lights and receiver.
Study issue
- BACKEND
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- LIGHT / CASTING
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- MAP
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- RADIUS
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- BIAS
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- SAMPLE
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- BUILDS
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Shadow controlsPOINT / CUBE / RECEIVER
PointLight shadow contract
Each PointLight owns a six-face shadow map; the renderer gate, map size, bias, radius, alpha-mapped shells, and receiver ownership remain explicit.
Derived from the official WebGL PointLight ShadowMap example, pinned source, PointLight, and PointLightShadow contracts. This bounded study does not claim whole-example fidelity.