I am currently working on a Three.js application that requires multiple independent lights, making it ideal for a deferred lighting renderer.
After researching, I found recommendations to use WebGLDeferredRenderer. However, when I tried defining a renderer object as suggested:
var renderer = new THREE.WebGLDeferredRenderer({
width: window.innerWidth,
height: window.innerHeight,
scale: 1, antialias: true,
tonemapping: THREE.FilmicOperator, brightness: 2.5 });
and rendering the scene with this code:
renderer.render( scene, camera );
I encountered a blank screen. On the other hand, using the standard WebGL renderer produced the expected result.
renderer = new THREE.WebGLRenderer( { antialias: true } );
I have been unable to find a comprehensive example of implementing deferred lighting in three.js. Do I need an additional library besides three.js?
In my version of three.js, I cannot locate a file called WebGLDeferredRenderer.js.