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Merge branch 'dev' of https://github.com/Bjvanminnen/three.js into dev

Mr.doob 11 жил өмнө
parent
commit
aeeebc2be0

+ 18 - 9
docs/api/materials/Material.html

@@ -17,7 +17,7 @@
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		This creates a generic material.
 		</div>
 
 
@@ -33,35 +33,44 @@
 		Material name. Default is an empty string.
 		</div>
 
-		<h3>.[page:Number opacity]</h3>
+		<h3>.[page:Float opacity]</h3>
 		<div>
-		Opacity. Default is *1*.
+		Float in the range of 0.0 - 1.0 indicating how see through the material is.
+		A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If
+		*transparent* is not set to true for the material, the material will remain
+		fully opaque and this value will only affect its color.
 		</div>
+		<div>Default is *1.0*.</div>
 
 		<h3>.[page:Boolean transparent]</h3>
 		<div>
-		Defines whether this material is transparent. This has an effect on rendering, as transparent objects need 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.
+		Defines whether this material is transparent. This has an effect on rendering,
+		as transparent objects need an special treatment, and are rendered after the
+		non transparent objects. For a working example of this behaviour, check the
+		[page:WebGLRenderer WebGLRenderer] code.<br />
+		When set to true, the extent to which the material is transparent is
+		controlled by setting *opacity*.
 		</div>
 		<div>Default is *false*.</div>
 
 		<h3>.[page:Blending blending]</h3>
 		<div>
-		Which blending to use when displaying objects with this material. Default is [page:NormalBlending].
+		Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending].
 		</div>
 
 		<h3>.[page:Integer blendSrc]</h3>
 		<div>
-		Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is *SrcAlphaFactor*.
+		Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation SrcAlphaFactor]
 		</div>
 
 		<h3>.[page:Integer blendDst]</h3>
 		<div>
-		Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is *OneMinusSrcAlphaFactor*.
+		Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
 		</div>
 
 		<h3>.[page:Integer blendEquation]</h3>
 		<div>
-		Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is *AddEquation*.
+		Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation AddEquation.]
 		</div>
 
 		<h3>.[page:Boolean depthTest]</h3>
@@ -112,7 +121,7 @@
 		Defines which of the face sides will be rendered - front, back or both.
 		</div>
 		<div>
-		Default is *THREE.FrontSide*. Other options are *THREE.BackSide* and *THREE.DoubleSide*.
+		Default is [page:Materials THREE.FrontSide]. Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
 		</div>
 
 		<h3>.[page:Boolean needsUpdate]</h3>

+ 3 - 3
docs/api/materials/MeshLambertMaterial.html

@@ -47,7 +47,7 @@
 		<h3>.[page:Integer 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.</div>
 
-		<div>Options are THREE.SmoothShading (default), THREE.FlatShading, THREE.NoShading.</div>
+		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
 		
 		<h3>.[page:Boolean wireframe]</h3>
 		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
@@ -88,12 +88,12 @@
 		<div>How much the environment map affects the surface; also see "combine".</div> 
 
 		<h3>.[page:Float refractionRatio]</h3>
-		<div>The index of refraction for an environment map using THREE.CubeRefractionMapping. Default is *0.98*.</div>
+		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
 
 		<h3>.[page:Integer combine]</h3>
 		<div>How to combine the result of the surface's color with the environment map, if any.</div> 
 		 
-		<div>Options are THREE.Multiply (default), THREE.MixOperation, THREE.AddOperation. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
+		<div>Options are [page:Textures THREE.Multiply] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
 		 
 		<h3>.[page:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is *false*.</div>

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

@@ -23,7 +23,7 @@
 		</div>
 		<div>
 		morphTargets -- Define whether the material uses morphTargets. Default is false.<br/>
-		shading --  How the triangles of a curved surface are rendered. Default is THREE.SmoothShading.<br/>
+		shading --  How the triangles of a curved surface are rendered. Default is [page:Materials THREE.SmoothShading].<br/>
 		wireframe -- Render geometry as wireframe. Default is false (i.e. render as smooth shaded).<br/>
 		wireframeLinewidth -- Controls wireframe thickness. Default is 1.<br/>
 		</div>
@@ -39,7 +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 THREE.SmoothShading (default), THREE.FlatShading
+			Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading]
 		</div>
 		
 

+ 3 - 3
docs/api/materials/MeshPhongMaterial.html

@@ -57,7 +57,7 @@
 		<h3>.[page:Integer 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.</div>
 
-		<div>Options are THREE.SmoothShading (default), THREE.FlatShading, THREE.NoShading.</div>
+		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
 		
 		<h3>.[page:Boolean wireframe]</h3>
 		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
@@ -98,12 +98,12 @@
 		<div>How much the environment map affects the surface; also see "combine".</div> 
 
 		<h3>.[page:Float refractionRatio]</h3>
-		<div>The index of refraction for an environment map using THREE.CubeRefractionMapping. Default is *0.98*.</div>
+		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
 
 		<h3>.[page:Integer combine]</h3>
 		<div>How to combine the result of the surface's color with the environment map, if any.</div> 
 		 
-		<div>Options are THREE.Multiply (default), THREE.MixOperation, THREE.AddOperation. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
+		<div>Options are [page:Textures THREE.MultiplyOperation] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
 		 
 		<h3>.[page:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is *false*.</div>