From fa6563e8895e6c7f28a3b7e46418648114098125 Mon Sep 17 00:00:00 2001 From: Atul Mourya Date: Sat, 20 Apr 2024 09:45:07 +0530 Subject: [PATCH] cleanup: How-to-use-post-processing.html Improved Output Pass related statement. Since the tone mapping is being extracted from the renderer state, the term 'optional' seems to be a bit misleading / outdated ( as per the changes mentioned in https://github.com/mrdoob/three.js/wiki/Migration-Guide#154--155 ) --- docs/manual/en/introduction/How-to-use-post-processing.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/manual/en/introduction/How-to-use-post-processing.html b/docs/manual/en/introduction/How-to-use-post-processing.html index 0b0e0a917f919e..81e5ca7aa93ed3 100644 --- a/docs/manual/en/introduction/How-to-use-post-processing.html +++ b/docs/manual/en/introduction/How-to-use-post-processing.html @@ -77,7 +77,7 @@

Workflow

`RenderPass` is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case, - `GlitchPass` is going to use these image data to apply a wild glitch effect. `OutputPass` is usually the last pass in the chain which performs sRGB color space conversion and optional tone mapping. + `GlitchPass` is going to use these image data to apply a wild glitch effect. `OutputPass` is usually the last pass in the chain which performs sRGB color space conversion and tone mapping. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example] to see it in action.