Parcourir la source

Revert "Typo fixes, expanded spotlight documentation"

This reverts commit 5be78ec3a60ae311bea1ec3fbf4841520a88d148.
Eric Haines il y a 12 ans
Parent
commit
291429d922
2 fichiers modifiés avec 152 ajouts et 170 suppressions
  1. 150 168
      docs/api/lights/SpotLight.html
  2. 2 2
      docs/manual/introduction/Creating-a-scene.html

+ 150 - 168
docs/api/lights/SpotLight.html

@@ -1,168 +1,150 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr; [page:Light] &rarr;
-
-		<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>
-
-
-		<h2>Example</h2>
-
-		<code>// white spotlight shining from the side, casting shadow
-
-var spotLight = new THREE.SpotLight( 0xffffff );
-spotLight.position.set( 100, 1000, 100 );
-
-spotLight.castShadow = true;
-
-spotLight.shadowMapWidth = 1024;
-spotLight.shadowMapHeight = 1024;
-
-spotLight.shadowCameraNear = 500;
-spotLight.shadowCameraFar = 4000;
-spotLight.shadowCameraFov = 30;
-
-scene.add( spotLight );</code>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 position]</h3>
-		<div>
-			Light's position.<br />
-			Default — *new THREE.Vector3()*.
-		</div>
-
-		<h3>.[page:Object3D target]</h3>
-		<div>
-			Spotlight focus points at target.position.<br />
-			Default position — *(0,0,0)*.
-		</div>
-
-		<h3>.[page:Float intensity]</h3>
-		<div>
-			Light's intensity.<br />
-			Default — *1.0*.
-		</div>
-
-		<h3>.[page: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>.[page:Float angle]</h3>
-		<div>
-			Maximum extent of the spotlight, in radians, from its direction.<br />
-			Default — *Math.PI/2*.
-		</div>
-
-		<h3>.[page:Float exponent]</h3>
-		<div>
-			Rapidity of the falloff of light from its target direction.<br />
-			Default — *10.0*.
-		</div>
-
-		<h3>.[page: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>.[page: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>.[page:Float shadowCameraNear]</h3>
-		<div>
-			Perspective shadow camera frustum <em>near</em> parameter.<br />
-			Default — *50*.
-		</div>
-
-		<h3>.[page:Float shadowCameraFar]</h3>
-		<div>
-			Perspective shadow camera frustum <em>far</em> parameter.<br />
-			Default — *5000*.
-		</div>
-
-		<h3>.[page:Float shadowCameraFov]</h3>
-		<div>
-			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
-			Default — *50*.
-		</div>
-		
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
-		<div>
-			Show debug shadow camera frustum.<br />
-			Default — *false*.
-		</div>
-		
-		<h3>.[page:Float shadowBias]</h3>
-		<div>
-			Shadow map bias.<br />
-			Default — *0*.
-		</div>
-
-		<h3>.[page:Float shadowDarkness]</h3>
-		<div>
-			Darkness of shadow casted by this light (from *0* to *1*).<br />
-			Default — *0.5*.
-		</div>
-
-		<h3>.[page:Integer shadowMapWidth]</h3>
-		<div>
-			Shadow map texture width in pixels.<br />
-			Default — *512*.
-		</div>
-
-		<h3>.[page:Integer shadowMapHeight]</h3>
-		<div>
-			Shadow map texture height in pixels.<br />
-			Default — *512*.
-		</div>
-		
-		<h3>.[page:Float shadowBias]</h3>
-		<div>
-			Shadow map bias.<br />
-			Default — *0*.
-		</div>
-
-		<h3>.[page:Float shadowDarkness]</h3>
-		<div>
-			Darkness of shadow casted by this light (from *0* to *1*).<br />
-			Default — *0.5*.
-		</div>
-
-		<h3>.[page:Integer shadowMapWidth]</h3>
-		<div>
-			Shadow map texture width in pixels.<br />
-			Default — *512*.
-		</div>
-
-		<h3>.[page:Integer shadowMapHeight]</h3>
-		<div>
-			Shadow map texture height in pixels.<br />
-			Default — *512*.
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr; [page:Light] &rarr;
+
+		<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>
+
+
+		<h2>Example</h2>
+
+		<code>// white spotlight shining from the side, casting shadow
+
+var spotLight = new THREE.SpotLight( 0xffffff );
+spotLight.position.set( 100, 1000, 100 );
+
+spotLight.castShadow = true;
+
+spotLight.shadowMapWidth = 1024;
+spotLight.shadowMapHeight = 1024;
+
+spotLight.shadowCameraNear = 500;
+spotLight.shadowCameraFar = 4000;
+spotLight.shadowCameraFov = 30;
+
+scene.add( spotLight );</code>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:Float color], [page:Float intensity], [page:Float distance], [page:Boolean castShadow] )</h3>
+
+		<h2>Properties</h2>
+
+		<h3>.[page:Vector3 position]</h3>
+		<div>
+			Light's position.<br />
+			Default — *new THREE.Vector3()*.
+		</div>
+
+		<h3>.[page:Float intensity]</h3>
+		<div>
+			Light's intensity.<br />
+			Default — *1.0*.
+		</div>
+
+		<h3>.[page: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>.[page: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>.[page: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>.[page:Float shadowCameraNear]</h3>
+		<div>
+			Perspective shadow camera frustum <em>near</em> parameter.<br />
+			Default — *50*.
+		</div>
+
+		<h3>.[page:Float shadowCameraFar]</h3>
+		<div>
+			Perspective shadow camera frustum <em>far</em> parameter.<br />
+			Default — *5000*.
+		</div>
+
+		<h3>.[page:Float shadowCameraFov]</h3>
+		<div>
+			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
+			Default — *50*.
+		</div>
+		
+		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<div>
+			Show debug shadow camera frustum.<br />
+			Default — *false*.
+		</div>
+		
+		<h3>.[page:Float shadowBias]</h3>
+		<div>
+			Shadow map bias.<br />
+			Default — *0*.
+		</div>
+
+		<h3>.[page:Float shadowDarkness]</h3>
+		<div>
+			Darkness of shadow casted by this light (from *0* to *1*).<br />
+			Default — *0.5*.
+		</div>
+
+		<h3>.[page:Integer shadowMapWidth]</h3>
+		<div>
+			Shadow map texture width in pixels.<br />
+			Default — *512*.
+		</div>
+
+		<h3>.[page:Integer shadowMapHeight]</h3>
+		<div>
+			Shadow map texture height in pixels.<br />
+			Default — *512*.
+		</div>
+		
+		<h3>.[page:Float shadowBias]</h3>
+		<div>
+			Shadow map bias.<br />
+			Default — *0*.
+		</div>
+
+		<h3>.[page:Float shadowDarkness]</h3>
+		<div>
+			Darkness of shadow casted by this light (from *0* to *1*).<br />
+			Default — *0.5*.
+		</div>
+
+		<h3>.[page:Integer shadowMapWidth]</h3>
+		<div>
+			Shadow map texture width in pixels.<br />
+			Default — *512*.
+		</div>
+
+		<h3>.[page:Integer shadowMapHeight]</h3>
+		<div>
+			Shadow map texture height in pixels.<br />
+			Default — *512*.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 2 - 2
docs/manual/introduction/Creating-a-scene.html

@@ -11,11 +11,11 @@
 
 		<div>The goal of this section is to give a brief introduction to Three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page, if you get stuck, and need help.</div>
 
-		<h2>What is Three.js?</h2>
+		<h2>What is Three.js</h2>
 
 		<div>If you're reading this, you probably have some understanding of what Three.js is, and what it helps you with, but let's try to describe it briefly anyway.</div>
 
-		<div>Three.js is a library that makes WebGL - 3D in the browser - very easy. While a simple cube in raw WebGL would turn out hundreds of lines of Javascript and shader code, a Three.js equivalent is only a fraction of that.</div>
+		<div>Three.js is a a library that makes WebGL - 3D in the browser - very easy. While a simple cube in raw WebGL would turn out hundreds of lines of Javascript and shader code, a Three.js equivalent is only a fraction of that.</div>
 
 		<h2>Before we start</h2>
 		<div>Before you can use Three.js, you need somewhere to display it. Save the following HTML to a file on your computer, and open it in your browser.</div>