提交 b5a6962d 编写于 作者: E Eric Haines

Document materials

Added descriptions of most parameters.
上级 75431f7b
......@@ -11,26 +11,106 @@
<h1>[name]</h1>
<div class="desc">todo</div>
<div class="desc">A material for non-shiny (Lambertian) surfaces, evaluated per vertex.</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<h3>MeshLambertMaterial( parameters )</h3>
<h2>Properties</h2>
<div>See the base [page:Material] class for common parameters.
<h3>.[page:Vector3 todo]</h3>
<h3>.[page:Color color]</h3>
<div>
Diffuse color of the material. Default is white.<br />
</div>
<h2>Methods</h2>
<h3>.[page:Color ambient]</h3>
<div>
Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
</div>
<h3>.todo( [page:Vector3 todo] )</h3>
<h3>.[page:Color emissive]</h3>
<div>
todo — todo<br />
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
</div>
<h3>.[page:Float opacity]</h3>
<div>How opaque (non-transparent) a surface appears. Default is *1.0*, not transparent.</div>
<h3>.[page:Integer shading]</h3>
<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
<div>Options are THREE.SmoothShading (default), THREE.FlatShading, THREE.NoShading.</div>
<h3>.[page:Integer blending]</h3>
<div>How the surface is blended with what is already stored for the image in the frame buffer.</div>
<div>Options are THREE.NoBlending, THREE.NormalBlending (default), THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending, THREE.CustomBlending.</div>
<h3>.[page:Boolean depthTest]</h3>
<div>Whether Z-buffer depth-testing is done for the surface. Default is *true*.</div>
<h3>.[page:Boolean depthWrite]</h3>
<div>Whether Z-buffer depth-writing is done by the surface itself. Default is *true*.</div>
<h3>.[page:Boolean wireframe]</h3>
<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
<h3>.[page:Float wireframeLinewidth]</h3>
<div>Line thickness for wireframe mode. Default is *1.0*.</div>
<h3>.[page:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:Boolean vertexColors]</h3>
<div>Define whether the material uses vertex colors, or not. Default is *false*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<h3>.[page:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>.[page:Texture specularMap]</h3>
<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
<h3>.[page:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>.[page:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<h3>.[page:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using THREE.CubeRefractionMapping. Default is *0.98*.</div>
<h3>.[page:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<div>Options are THREE.Multiply (default), THREE.MixOperation, THREE.AddOperation. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>.[page:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is *false*.</div>
<h3>.[page:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is *false*.</div>
<h2>Methods</h2>
<h2>Source</h2>
......
......@@ -11,26 +11,120 @@
<h1>[name]</h1>
<div class="desc">todo</div>
<div class="desc">A material for shiny surfaces, evaluated per pixel.</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<h3>MeshPhongMaterial( parameters )</h3>
<h2>Properties</h2>
<div>See the base [page:Material] class for common parameters.
<h3>.[page:Vector3 todo]</h3>
<h3>.[page:Color color]</h3>
<div>
Diffuse color of the material. Default is white.<br />
</div>
<h3>.[page:Color ambient]</h3>
<div>
Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
</div>
<h3>.[page:Color emissive]</h3>
<div>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
</div>
<h2>Methods</h2>
<h3>.[page:Color specular]</h3>
<div>
Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.<br />
</div>
<h3>.todo( [page:Vector3 todo] )</h3>
<h3>.[page:Float shininess]</h3>
<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
<h3>.[page:Boolean transparent]</h3>
<div>
todo — todo<br />
Defines whether this material is transparent. This has an effect on rendering, as transparent objects need an special treatment, and are rendered after the opaque (i.e. non transparent) objects. For a working example of this behaviour, check the [page:WebGLRenderer WebGLRenderer] code.
</div>
<div>Default is *false*.</div>
<h3>.[page:Float opacity]</h3>
<div>How opaque (non-transparent) a surface appears. Default is *1.0*, not transparent.</div>
<h3>.[page:Integer shading]</h3>
<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
<div>Options are THREE.SmoothShading (default), THREE.FlatShading, THREE.NoShading.</div>
<h3>.[page:Integer blending]</h3>
<div>How the surface is blended with what is already stored for the image in the frame buffer.</div>
<div>Options are THREE.NoBlending, THREE.NormalBlending (default), THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending, THREE.CustomBlending.</div>
<h3>.[page:Boolean depthTest]</h3>
<div>Whether Z-buffer depth-testing is done for the surface. Default is *true*.</div>
<h3>.[page:Boolean depthWrite]</h3>
<div>Whether Z-buffer depth-writing is done by the surface itself. Default is *true*.</div>
<h3>.[page:Boolean wireframe]</h3>
<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
<h3>.[page:Float wireframeLinewidth]</h3>
<div>Line thickness for wireframe mode. Default is *1.0*.</div>
<h3>.[page:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:Boolean vertexColors]</h3>
<div>Define whether the material uses vertex colors, or not. Default is *false*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<h3>.[page:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>.[page:Texture specularMap]</h3>
<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
<h3>.[page:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>.[page:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<h3>.[page:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using THREE.CubeRefractionMapping. Default is *0.98*.</div>
<h3>.[page:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<div>Options are THREE.Multiply (default), THREE.MixOperation, THREE.AddOperation. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>.[page:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is *false*.</div>
<h3>.[page:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is *false*.</div>
<h2>Methods</h2>
<h2>Source</h2>
......
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