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@@ -10,45 +10,82 @@
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<h1>Material Constants</h1>
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+ <div class="desc">
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+ These constants define properties common to all material types,
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+ with the exception of [page:MultiMaterial MultiMaterial] where they are defined for sub-materials.
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+ </div>
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+
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+
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<h2>Side</h2>
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- <div>
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- THREE.FrontSide<br />
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- THREE.BackSide<br />
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+ <code>
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+ THREE.FrontSide
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+ THREE.BackSide
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THREE.DoubleSide
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+ </code>
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+ <div>
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+ Defines which side of faces will be rendered - front, back or both.
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+ Default is [page:Constant FrontSide].
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</div>
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+
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<h2>Shading</h2>
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+ <code>
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+ THREE.SmoothShading
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+ THREE.FlatShading
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+ </code>
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<div>
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- THREE.FlatShading<br />
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- THREE.SmoothShading
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+ [page:Constant SmoothShading] is the default and linearly interpolates color between vertices.<br />
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+ [page:Constant FlatShading] uses the color of the first vertex for every pixel in a face.
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</div>
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<h2>Colors</h2>
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- <div>
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- THREE.NoColors<br />
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- THREE.FaceColors<br />
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+ <code>
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+ THREE.NoColors
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+ THREE.FaceColors
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THREE.VertexColors
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+ </code>
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+ <div>
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+ [page:Constant NoColors] is the default and applies the material's color to all faces.<br />
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+ [page:Constant FaceColors] colors faces according to each [page:Face3 Face3][property:Color color] value.<br />
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+ [page:Constant VertexColors] colors faces according to each [page:Face3 Face3][property:Array vertexColors] value. This is an array of three [page:Color Color]s, one for each vertex in the face.<br />
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+ See the [example:webgl_geometry_colors geometry / colors] example.
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</div>
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<h2>Blending Mode</h2>
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- <div>
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- THREE.NoBlending<br />
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- THREE.NormalBlending<br />
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- THREE.AdditiveBlending<br />
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- THREE.SubtractiveBlending<br />
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- THREE.MultiplyBlending<br />
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+ <code>
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+ THREE.NoBlending
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+ THREE.NormalBlending
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+ THREE.AdditiveBlending
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+ THREE.SubtractiveBlending
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+ THREE.MultiplyBlending
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THREE.CustomBlending
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+ </code>
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+ <div>
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+ These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
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+ [page:Constant NormalBlending] is the default.<br />
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+ Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
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+ See the [example:webgl_materials_blending materials / blending] example.<br />
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</div>
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<h2>Depth Mode</h2>
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- <div>
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- THREE.NeverDepth<br />
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- THREE.AlwaysDepth<br />
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- THREE.LessDepth<br />
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- THREE.LessEqualDepth<br />
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- THREE.GreaterEqualDepth<br />
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- THREE.GreaterDepth<br />
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+ <code>
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+ THREE.NeverDepth
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+ THREE.AlwaysDepth
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+ THREE.LessDepth
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+ THREE.LessEqualDepth
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+ THREE.GreaterEqualDepth
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+ THREE.GreaterDepth
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THREE.NotEqualDepth
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+ </code>
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+ <div>
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+ Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
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+ [page:Materials NeverDepth] will never return true.<br />
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+ [page:Materials AlwaysDepth] will always return true.<br />
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+ [page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
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+ [page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
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+ [page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
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+ [page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
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+ [page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is equal to the current buffer Z-depth.<br />
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</div>
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<h2>Source</h2>
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