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Gregg Tavares 7 years ago
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06389475f3
2 changed files with 8 additions and 8 deletions
  1. 4 4
      threejs/lessons/threejs-fog.md
  2. 4 4
      threejs/lessons/threejs-materials.md

+ 4 - 4
threejs/lessons/threejs-fog.md

@@ -10,7 +10,7 @@ want to start with [this article](threejs-cameras.html).
 Fog in a 3D engine is generally a way of fading to a specific color
 Fog in a 3D engine is generally a way of fading to a specific color
 based on the distance from the camera. In three.js you add fog by
 based on the distance from the camera. In three.js you add fog by
 creating `Fog` or `FogExp2` object and setting it on the scene's
 creating `Fog` or `FogExp2` object and setting it on the scene's
-[`fog`](https://threejs.org/docs/#api/scenes/Scene.fog) property.
+[`fog`](Scene.fog) property.
 
 
 `Fog` lets you choose `near` and `far` settings which are distances
 `Fog` lets you choose `near` and `far` settings which are distances
 from the camera. Anything closer than `near` is unaffected by fog.
 from the camera. Anything closer than `near` is unaffected by fog.
@@ -64,7 +64,7 @@ It is part of the calculation of each pixel of the color of the object.
 What that means is if you want your scene to fade to a certain color you 
 What that means is if you want your scene to fade to a certain color you 
 need to set the fog **and** the background color to the same color. 
 need to set the fog **and** the background color to the same color. 
 The background color is set using the 
 The background color is set using the 
-[`scene.background`](https://threejs.org/docs/#api/scenes/Scene.background)
+[`scene.background`](Scene.background)
 property. To pick a background color you attach a `THREE.Color` to it. For example
 property. To pick a background color you attach a `THREE.Color` to it. For example
 
 
 ```
 ```
@@ -173,7 +173,7 @@ As an RGB array (eg: `[255, 128, 64]`). Or, as an RGBA array (eg: `[127, 200, 75
 
 
 It's easiest for our purpose to use the hex string version since that way
 It's easiest for our purpose to use the hex string version since that way
 dat.GUI is only manipulating a single value. Fortunately `THREE.Color`
 dat.GUI is only manipulating a single value. Fortunately `THREE.Color`
-as a [`getHexString`](https://threejs.org/docs/#api/math/Color.getHexString) method
+as a [`getHexString`](Color.getHexString) method
 we get use to easily get such a string, we just have to prepend a '#' to the front.
 we get use to easily get such a string, we just have to prepend a '#' to the front.
 
 
 ```
 ```
@@ -235,7 +235,7 @@ a very sharp transition between unfogged and completely fogged.
 where as `near` = 1.1 and `far` = 2.9 should just about be
 where as `near` = 1.1 and `far` = 2.9 should just about be
 the smoothest given our cubes are spinning 2 units away from the camera.
 the smoothest given our cubes are spinning 2 units away from the camera.
 
 
-One last thing, there is a boolean [`fog`](https://threejs.org/docs/#api/materials/Material.fog)
+One last thing, there is a boolean [`fog`](Material.fog)
 property on a material for whether or not objects rendered
 property on a material for whether or not objects rendered
 with that material are affected by fog. It defaults to `true`
 with that material are affected by fog. It defaults to `true`
 for most materials. As an example of why you might want
 for most materials. As an example of why you might want

+ 4 - 4
threejs/lessons/threejs-materials.md

@@ -156,7 +156,7 @@ covered shadows yet. When we do we'll use this material
 to take a peak at what's happening behind the scenes.
 to take a peak at what's happening behind the scenes.
 
 
 The `MeshDepthMaterial` renders the depth of each pixel where
 The `MeshDepthMaterial` renders the depth of each pixel where
-pixels at negative [`near`](https://threejs.org/docs/#api/cameras/PerspectiveCamera.near) of the camera are 0 and negative [`far`](https://threejs.org/docs/#api/cameras/PerspectiveCamera.far) are 1. Certain special effects can use this data which we'll
+pixels at negative [`near`](PerspectiveCamera.near) of the camera are 0 and negative [`far`](PerspectiveCamera.far) are 1. Certain special effects can use this data which we'll
 get into at another time.
 get into at another time.
 
 
 <div class="spread">
 <div class="spread">
@@ -192,11 +192,11 @@ lights and materials work in the real word. We'll cover these in
 more detail in another article.
 more detail in another article.
 
 
 Most materials share a bunch of settings all defined by `Material`.
 Most materials share a bunch of settings all defined by `Material`.
-[See the docs](https://threejs.org/docs/#api/materials/Material)
+[See the docs](Material)
 for all of them but let's go over two of the most commonly used
 for all of them but let's go over two of the most commonly used
 properties.
 properties.
 
 
-[`flatShading`](https://threejs.org/docs/#api/materials/Material.flatShading): 
+[`flatShading`](Material.flatShading): 
 whether or not the object looks faceted or smooth. default = `false`.
 whether or not the object looks faceted or smooth. default = `false`.
 
 
 <div class="spread">
 <div class="spread">
@@ -210,7 +210,7 @@ whether or not the object looks faceted or smooth. default = `false`.
   </div>
   </div>
 </div>
 </div>
 
 
-[`side`](https://threejs.org/docs/#api/materials/Material.side): which sides of triangles to show. The default is `THREE.FrontSide`.
+[`side`](Material.side): which sides of triangles to show. The default is `THREE.FrontSide`.
 Other options are `THREE.BackSide` and `THREE.DoubleSide` (both sides).
 Other options are `THREE.BackSide` and `THREE.DoubleSide` (both sides).
 Most 3D objects drawn in three are probably opaque solids so the back sides
 Most 3D objects drawn in three are probably opaque solids so the back sides
 (the sides facing inside the solid) do not need to be drawn. The most common
 (the sides facing inside the solid) do not need to be drawn. The most common