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@@ -1,13 +1,13 @@
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<!DOCTYPE html>
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<!DOCTYPE html>
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<html lang="en">
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<html lang="en">
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<head>
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<head>
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- <meta charset="utf-8">
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+ <meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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</head>
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<body>
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<body>
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- [page:Material] →
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+ [page:Material] <!-- &rarr -->;
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<h1>[name]</h1>
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<h1>[name]</h1>
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@@ -20,7 +20,7 @@
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<h2>Properties</h2>
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<h2>Properties</h2>
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- <div>See the base [page:Material] class for common parameters.
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+ <div>See the base [page:Material] class for common parameters.</div>
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<h3>.[page:Color color]</h3>
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<h3>.[page:Color color]</h3>
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<div>
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<div>
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@@ -45,33 +45,11 @@
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<h3>.[page:Float shininess]</h3>
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<h3>.[page:Float shininess]</h3>
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<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
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<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
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- <h3>.[page:Boolean transparent]</h3>
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- <div>
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- Defines whether this material is transparent. This has an effect on rendering, as transparent objects need an special treatment, and are rendered after the opaque (i.e. non transparent) objects. For a working example of this behaviour, check the [page:WebGLRenderer WebGLRenderer] code.
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- </div>
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- <div>Default is *false*.</div>
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-
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- <h3>.[page:Float opacity]</h3>
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- <div>How opaque (non-transparent) a surface appears. Default is *1.0*, not transparent.</div>
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-
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<h3>.[page:Integer shading]</h3>
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<h3>.[page:Integer shading]</h3>
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<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
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<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
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<div>Options are THREE.SmoothShading (default), THREE.FlatShading, THREE.NoShading.</div>
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<div>Options are THREE.SmoothShading (default), THREE.FlatShading, THREE.NoShading.</div>
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- <h3>.[page:Integer blending]</h3>
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- <div>How the surface is blended with what is already stored for the image in the frame buffer.</div>
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-
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- <div>Options are THREE.NoBlending, THREE.NormalBlending (default), THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending, THREE.CustomBlending.</div>
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-
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- <h3>.[page:Boolean depthTest]</h3>
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-
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- <div>Whether Z-buffer depth-testing is done for the surface. Default is *true*.</div>
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-
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- <h3>.[page:Boolean depthWrite]</h3>
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-
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- <div>Whether Z-buffer depth-writing is done by the surface itself. Default is *true*.</div>
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-
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<h3>.[page:Boolean wireframe]</h3>
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<h3>.[page:Boolean wireframe]</h3>
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<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
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<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
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