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体验新版 GitCode,发现更多精彩内容 >>
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07bb574a
编写于
1月 31, 2020
作者:
O
Olli Etuaho
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电子邮件补丁
差异文件
Document handling normal map handedness
上级
815fac2c
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5
隐藏空白更改
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5 changed file
with
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+10
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docs/api/en/materials/MeshMatcapMaterial.html
docs/api/en/materials/MeshMatcapMaterial.html
+2
-0
docs/api/en/materials/MeshNormalMaterial.html
docs/api/en/materials/MeshNormalMaterial.html
+2
-0
docs/api/en/materials/MeshPhongMaterial.html
docs/api/en/materials/MeshPhongMaterial.html
+2
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docs/api/en/materials/MeshStandardMaterial.html
docs/api/en/materials/MeshStandardMaterial.html
+2
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docs/api/en/materials/MeshToonMaterial.html
docs/api/en/materials/MeshToonMaterial.html
+2
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未找到文件。
docs/api/en/materials/MeshMatcapMaterial.html
浏览文件 @
07bb574a
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@@ -115,6 +115,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>
[property:Integer normalMapType]
</h3>
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docs/api/en/materials/MeshNormalMaterial.html
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07bb574a
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@@ -92,6 +92,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>
[property:Integer normalMapType]
</h3>
...
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docs/api/en/materials/MeshPhongMaterial.html
浏览文件 @
07bb574a
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@@ -166,6 +166,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>
[property:Integer normalMapType]
</h3>
...
...
docs/api/en/materials/MeshStandardMaterial.html
浏览文件 @
07bb574a
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@@ -214,6 +214,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>
[property:Integer normalMapType]
</h3>
...
...
docs/api/en/materials/MeshToonMaterial.html
浏览文件 @
07bb574a
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@@ -147,6 +147,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>
[property:Integer normalMapType]
</h3>
...
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