提交 ad3c36f7 编写于 作者: M Mugen87

removed "onlyShadow" property from docu

上级 e39520a6
......@@ -63,12 +63,6 @@ scene.add( directionalLight );</code>
Default — *1.0*.
</div>
<h3>[property:Boolean onlyShadow]</h3>
<div>
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
Default — *false*.
</div>
<h3>[property:Boolean castShadow]</h3>
<div>
If set to true light will cast dynamic shadows. Warning: This is expensive and requires tweaking to get shadows looking right.<br />
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......@@ -13,7 +13,7 @@
<h1>[name]</h1>
<div class="desc">A point light that can cast shadow in one direction.</div>
<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
......@@ -24,7 +24,7 @@
<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
<div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
<div>[example:webgl_shading_physical shading / physical ]</div>
<code>
// white spotlight shining from the side, casting shadow
......@@ -73,50 +73,44 @@
Default position — *(0,0,0)*.<br />
*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
</div>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default — *1.0*.
</div>
<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
Default — *0.0*.
</div>
<h3>[property:Float angle]</h3>
<div>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
Default — *Math.PI/3*.
</div>
<h3>[property:Float exponent]</h3>
<div>
Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
focuses it towards the center.<br />
Default — *10.0*.
</div>
<h3>[property:Float decay]</h3>
<div>
The amount the light dims along the distance of the light<br />
Default — *1*.
</div>
<h3>[property:Boolean castShadow]</h3>
<div>
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
Default — *false*.
</div>
<h3>[property:Boolean onlyShadow]</h3>
<div>
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
Default — *false*.
</div>
<h3>[property:Float shadowCameraNear]</h3>
<div>
Perspective shadow camera frustum <em>near</em> parameter.<br />
......@@ -134,13 +128,13 @@
Perspective shadow camera frustum <em>field of view</em> parameter.<br />
Default — *50*.
</div>
<h3>[property:Boolean shadowCameraVisible]</h3>
<div>
Show debug shadow camera frustum.<br />
Default — *false*.
</div>
<h3>[property:Float shadowBias]</h3>
<div>
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
......@@ -158,34 +152,34 @@
Shadow map texture height in pixels.<br />
Default — *512*.
</div>
<h3>[property:Vector2 shadowMapSize]</h3>
<div>
The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
</div>
</div>
<h3>[property:PerspectiveCamera shadowCamera]</h3>
<div>
The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
</div>
</div>
<h3>[property:Matrix4 shadowMatrix]</h3>
<div>
Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
</div>
</div>
<h3>[property:WebGLRenderTarget shadowMap]</h3>
<div>
The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
</div>
</div>
<h2>Methods</h2>
<h2>Methods</h2>
<h3>[method:SpotLight clone]()</h3>
<div>
<br />
It returns a clone of SpotLight.
</div>
<h3>[method:JSON toJSON]()</h3>
<div>
Return SpotLight data in JSON format.
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