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fixed indents in MeshPhongMaterial docu

Mugen87 9 anni fa
parent
commit
3c2640dbe2

+ 2 - 2
docs/api/materials/MeshPhongMaterial.html

@@ -37,8 +37,8 @@
 		emissiveIntensity — Set emissive map intensity. Default is 1.<br />
 		bumpMap — Set bump map. Default is null.<br />
 		bumpMapScale — Set bump map scale. Default is 1.<br />
-    normalMap — Set normal map. Default is null.<br />
-    normalMapScale — Set normal map scale. Default is (1, 1).<br />
+		normalMap — Set normal map. Default is null.<br />
+		normalMapScale — Set normal map scale. Default is (1, 1).<br />
 		displacementMap — Set displacement map. Default is null.<br />
 		displacementScale — Set displacement scale. Default is 1.<br />
 		displacementBias — Set displacement offset. Default is 0.<br />

+ 28 - 28
docs/api/materials/MeshStandardMaterial.html

@@ -32,19 +32,19 @@
 		lightMapIntensity — Set light map intensity. Default is 1.<br />
 		aoMap — Set ao map. Default is null.<br />
 		aoMapIntensity — Set ao map intensity. Default is 1.<br />
-    emissive - Set emissive color. Default is 0x000000.<br />
+		emissive - Set emissive color. Default is 0x000000.<br />
 		emissiveMap — Set emissive map. Default is null.<br />
 		emissiveIntensity — Set emissive map intensity. Default is 1.<br />
-    bumpMap — Set bump map. Default is null.<br />
+		bumpMap — Set bump map. Default is null.<br />
 		bumpMapScale — Set bump map scale. Default is 1.<br />
-    normalMap — Set normal map. Default is null.<br />
-    normalMapScale — Set normal map scale. Default is (1, 1).<br />
+		normalMap — Set normal map. Default is null.<br />
+		normalMapScale — Set normal map scale. Default is (1, 1).<br />
 		displacementMap — Set displacement map. Default is null.<br />
 		displacementScale — Set displacement scale. Default is 1.<br />
 		displacementBias — Set displacement offset. Default is 0.<br />
-    roughnessMap - Set roughness map. Default is null.<br />
-    metalnessMap - Set metalness map. Default is null.<br />
-    alphaMap — Set alpha map. Default is null.<br />
+		roughnessMap - Set roughness map. Default is null.<br />
+		metalnessMap - Set metalness map. Default is null.<br />
+		alphaMap — Set alpha map. Default is null.<br />
 		envMap — Set env map. Default is null.<br />
 		envMapIntensity — Set env map intensity. Default is 1.0.<br />
 		refractionRatio — Set refraction ratio. Default is 0.98.<br />
@@ -74,12 +74,12 @@
 		Diffuse color of the material. Default is white.<br />
 		</div>
 
-    <h3>[property:Float roughness]</h3>
+		<h3>[property:Float roughness]</h3>
 		<div>
 		TODO.<br />
 		</div>
 
-    <h3>[property:Float metalness]</h3>
+		<h3>[property:Float metalness]</h3>
 		<div>
 		TODO<br />
 		</div>
@@ -96,19 +96,19 @@
 		<h3>[property:Texture aoMap]</h3>
 		<div>Set ambient occlusion map. Default is null. The aoMap requires a second set of UVs.</div>
 
-    <h3>[property:Float aoMapIntensity]</h3>
+		<h3>[property:Float aoMapIntensity]</h3>
 		<div>TODO</div>
 
-    <h3>[property:Color emissive]</h3>
-    <div>
-    Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
-    </div>
+		<h3>[property:Color emissive]</h3>
+		<div>
+			Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
+		</div>
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<div>Set emisssive (glow) map. Default is null. The emissive map color is modulated by the emissive color and the emissive intensity. If you have an emissive map, be sure to set the emissive color to something other than black.</div>
 
-    <h3>[property:Float emissiveIntensity]</h3>
-    <div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
+		<h3>[property:Float emissiveIntensity]</h3>
+		<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<div>
@@ -149,24 +149,24 @@
 			The offset of the displacement map's values on the mesh's vertices. Without a displacement map set, this value is not applied. Default is 0.
 		</div>
 
-    <h3>[property:Texture roughnessMap]</h3>
-    <div>
-      TODO.
-    </div>
+		<h3>[property:Texture roughnessMap]</h3>
+		<div>
+			TODO.
+		</div>
 
-    <h3>[property:Texture metalnessMap]</h3>
-    <div>
-      TODO.
-    </div>
+		<h3>[property:Texture metalnessMap]</h3>
+		<div>
+			TODO.
+		</div>
 
-    <h3>[property:Texture alphaMap]</h3>
-    <div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
-    <div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
+		<h3>[property:Texture alphaMap]</h3>
+		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
+		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 
 		<h3>[property:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>
 
-    <h3>[property:Float envMapIntensity]</h3>
+		<h3>[property:Float envMapIntensity]</h3>
 		<div>TODO</div>
 
 		<h3>[property:Float refractionRatio]</h3>