# react-three-lgl **Repository Path**: mirrors_pmndrs/react-three-lgl ## Basic Information - **Project Name**: react-three-lgl - **Description**: 🔆 A React abstraction for the LGL Raycaster - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2022-01-24 - **Last Updated**: 2026-02-15 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README ![](/examples.jpg) A React(-[three-fiber](https://github.com/pmndrs/react-three-fiber)) abstraction for the [LGL-Raytracer](http://lgltracer.com/). It does its best to remove all unwanted complexity, you can build your scenes as you always would. This is mostly for photorealistic still-images that can take a while to process but will look absolutely stunning. It is side-effect free, when you unmount it goes back to the default WebGLRenderer. Demos: [[sandbox](https://codesandbox.io/s/basic-demo-forked-rnuve)], [[studio-setup](https://codesandbox.io/s/lgl-raytracer-forked-8yfnd)] ```shell npm install @react-three/lgl ``` ```jsx import { Canvas } from '@react-three/fiber' import { Raytracer } from '@react-three/lgl' function App() { return ( ... ) } ``` ### Options - `samples`, How many frames it takes to complete a still-image, `64` by default. Set this to something higher if you want to wait for high-quality images, or `Infinity` if you want it to go on forever, but keep in mind that raytracing is very expensive! Otherwise `` takes all the LGL raytracer's options: https://lgltracer.com/docs/index.html#/api/LGLTracerRenderer ### Lights LGL ignores threejs lights, it wants to use its own. But in three-fiber you can simply extend, and now the JSX natives will refer to LGL. ```jsx import { extend } from '@react-three/fiber' import { PointLight, RectAreaLight } from 'lgl-tracer' extend({ PointLight, RectAreaLight }) ``` If you plan to switch between renderers you can make lights opt in. ```jsx extend({ LglPointLight: PointLight, LglRectAreaLight: RectAreaLight }) ``` ### Environmental lighting Simply drop the `` component from drei into your scene, it knows how to work with that ootb, just make sure both the raytracer and the environment are under the same suspense boundary so that they are in sync. ```jsx import { Environment } from '@react-three/drei' ``` ### Movement Your scene has to be static, it will ignore moving parts. This will never be fast enough for runtime usage but you can get away with some camera movement by lowering your resolution (and your expectations). Do not forget to mark your controls as `makeDefault` so that the raycaster can react to it. Try something like this for example: ```jsx import { OrbitControls } from '@react-three/drei' ... ``` ### Screenshots In order to obtain a screenshot the drawing-buffer has to be preserved, this is a setting in Threejs. ```jsx import { Canvas, useThree } from '@react-three/fiber' ... const gl = useThree(state => state.gl) ... const link = document.createElement('a') link.setAttribute('download', 'canvas.png') link.setAttribute('href', gl.domElement.toDataURL('image/png').replace('image/png', 'image/octet-stream')) link.click() ```