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Updated documentation for MeshBasicMaterial, MeshLambertMaterial, and MeshPhongMaterial to include information about the alphaMap property.

Ted Cipicchio 11 anni fa
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682d645d03

+ 5 - 0
docs/api/materials/MeshBasicMaterial.html

@@ -32,6 +32,7 @@
 		fog — Define whether the material color is affected by global fog settings. Default is true.<br />
 		lightMap — Set light map. Default is null.<br />
 		specularMap — Set specular map. Default is null.<br />
+		alphaMap — Set alpha map. Default is null.<br />
 		envMap — Set env map. Default is null.<br />
 		skinning — Define whether the material uses skinning. Default is false.<br />
 		morphTargets — Define whether the material uses morphTargets. Default is false.
@@ -74,6 +75,10 @@
 		<h3>.[page:Texture specularMap]</h3>
 		<div>Set specular map. Default is null.</div>
 
+		<h3>.[page: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>.[page:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>
 

+ 4 - 0
docs/api/materials/MeshLambertMaterial.html

@@ -81,6 +81,10 @@
 		<h3>.[page:Texture specularMap]</h3>
 		<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
 
+		<h3>.[page: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>.[page:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>
 

+ 4 - 0
docs/api/materials/MeshPhongMaterial.html

@@ -91,6 +91,10 @@
 		<h3>.[page:Texture specularMap]</h3>
 		<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
 
+		<h3>.[page: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>.[page:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>