瀏覽代碼

Revert material files copy tweaks

Greg Tatum 10 年之前
父節點
當前提交
374888525a

+ 3 - 4
docs/api/materials/MeshBasicMaterial.html

@@ -14,7 +14,6 @@
 		<div class="desc">A material for drawing geometries in a simple shaded (flat or wireframe) way.</div>
 		<div class="desc">The default will render as flat polygons. To draw the mesh as wireframe, simply set the 'wireframe' property to true.</div>
 
-		<iframe src='../../scenes/material-browser.html#MeshBasicMaterial'></iframe>
 
 		<h2>Constructor</h2>
 
@@ -59,10 +58,10 @@
 		<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:Materials shading]</h3>
-		<div>Define shading type. Default is THREE.SmoothShading. Possible values are THREE.NoShading, THREE.FlatShading, THREE.SmoothShading.</div>
+		<h3>.[page:String shading]</h3>
+		<div>Define shading type. Default is THREE.SmoothShading.</div>
 
-		<h3>.[page:Materials vertexColors]</h3>
+		<h3>.[page:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</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>
 

+ 0 - 2
docs/api/materials/MeshDepthMaterial.html

@@ -13,8 +13,6 @@
 
 		<div class="desc">A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.</div>
 
-		<iframe src='../../scenes/material-browser.html#MeshDepthMaterial'></iframe>
-
 		<h2>Constructor</h2>
 
 

+ 0 - 1
docs/api/materials/MeshLambertMaterial.html

@@ -13,7 +13,6 @@
 
 		<div class="desc">A material for non-shiny (Lambertian) surfaces, evaluated per vertex.</div>
 
-		<iframe src='../../scenes/material-browser.html#MeshLambertMaterial'></iframe>
 
 		<h2>Constructor</h2>
 

+ 1 - 2
docs/api/materials/MeshNormalMaterial.html

@@ -13,7 +13,6 @@
 
 		<div class="desc">A material that maps the normal vectors to RGB colors.</div>
 
-		<iframe src='../../scenes/material-browser.html#MeshNormalMaterial'></iframe>
 
 		<h2>Constructor</h2>
 
@@ -40,7 +39,7 @@
 		<h3>.[page:number 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.<br/><br/>
-			Options are [page:Materials THREE.SmoothShading], [page:Materials THREE.FlatShading] (default)
+			Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading]
 		</div>
 		
 

+ 0 - 1
docs/api/materials/MeshPhongMaterial.html

@@ -13,7 +13,6 @@
 
 		<div class="desc">A material for shiny surfaces, evaluated per pixel.</div>
 
-		<iframe src='../../scenes/material-browser.html#MeshPhongMaterial'></iframe>
 
 		<h2>Constructor</h2>