Perspective Camera: Perspectivecamera (FoV, Aspect, near, far)
1, Perspective FoV: This is the most difficult to understand, my understanding is that the eyes open angle, that is, the size of the angle of view, if set to 0, pretty close your eyes, so what can not see, if 180, then may think your horizon is very broad, but in 180 degrees, often objects are very small, Because he's got a smaller percentage of your entire viewable area.
2, near the surface: This, represents your near the cutting surface distance. Add, you can also think of the distance from the eye distance, assuming 10 meters away, please do not set a negative value, three.js silly, do not know how to forget,
3, far plane distant: this, it means that you are far from the cutting surface,
4. Aspect ratio aspect: the aspect ratio of the actual window, that is, the width divided by the height. The larger the value, the greater your width.
Orthographic projection camera: Orthographiccamera (left, right, top, bottom, near, far)
1. Left parameter
Left: the vertical distance from the center point of the camera.
2. Right parameter
Right: The vertical distance from the center point of the camera.
3. Top parameters
Top: The vertical distance of the top plane from the center point of the camera.
4. Bottom parameters
Bottom: The vertical distance from the base plane to the center point of the camera.
5. Near parameters
Near: The vertical distance from the center point of the camera to the nearest plane.
6. Far parameter
Far: the vertical distance from the center point of the camera from the remote plane.
For the illumination model, as with OpenGL, it is important to note that the position of the directional light is a vector, the range of the items should be between (0,1), the other light is considered to be placed in the space of a position of a lamp, so the range can be very large.
As with other modules, the light that needs to be added is an object that declares a lamp and then determines the type, position, and color.
"Getting Started with WebGL 3" camera parameters and lighting models