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Docs: Change place of customDepthMaterial and customDistanceMaterial.

Mugen87 6 éve
szülő
commit
c6b8ab8348

+ 13 - 0
docs/api/en/core/Object3D.html

@@ -36,6 +36,19 @@
 		<h3>[property:Object3D children]</h3>
 		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
 
+		<h3>[property:Material customDepthMaterial]</h3>
+		<p>
+		Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
+		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
+		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
+		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
+		</p>
+
+		<h3>[property:Material customDistanceMaterial]</h3>
+		<p>
+		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
+		</p>
+
 		<h3>[property:Boolean frustumCulled]</h3>
 		<p>
 		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.

+ 0 - 13
docs/api/en/materials/Material.html

@@ -101,19 +101,6 @@
 		This can be used in conjunction with a mesh's [page:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
 		</p>
 
-		<h3>[property:Material customDepthMaterial]</h3>
-		<p>
-		Custom depth material to be used by this material when rendering to the depth map.
-		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
-		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
-		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
-		</p>
-
-		<h3>[property:Material customDistanceMaterial]</h3>
-		<p>
-		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
-		</p>
-
 		<h3>[property:Object defines]</h3>
 		<p>
 		Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders.  Default is *undefined*.

+ 13 - 2
docs/api/zh/core/Object3D.html

@@ -36,6 +36,17 @@
 	<h3>[property:Object3D children]</h3>
 	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 
+	<h3>[property:Material customDepthMaterial]</h3>
+	<p>渲染到深度贴图时此材质要使用的自定义深度材质。
+	    当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
+	    (b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
+	    您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
+	</p>
+
+	<h3>[property:Material customDistanceMaterial]</h3>
+	<p>与customDepthMaterial相同,但与[page:PointLight]一起使用。默认值为*undefined*。
+	</p>
+
 	<h3>[property:Boolean frustumCulled]</h3>
 	<p>
 		当这个属性被设置的时候,它将在渲染物体之前,检查每一帧的物体是否在摄像机的视锥体中。
@@ -334,7 +345,7 @@
 	<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
 	<p>
 		m -- 通过该矩阵中的旋转分量来旋转四元数。<br />
-			
+
 		调用[page:.quaternion]中的[page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])。
 		<br /><br />
 
@@ -411,4 +422,4 @@
 	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 </body>
 
-</html>
+</html>

+ 0 - 11
docs/api/zh/materials/Material.html

@@ -83,17 +83,6 @@
     这可以与网格的[page:Integer renderOrder]属性结合使用,以创建遮挡其他对象的不可见对象。默认值为*true*。
 </p>
 
-<h3>[property:Material customDepthMaterial]</h3>
-<p>渲染到深度贴图时此材质要使用的自定义深度材质。
-    当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
-    (b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
-    您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
-</p>
-
-<h3>[property:Material customDistanceMaterial]</h3>
-<p>与customDepthMaterial相同,但与[page:PointLight]一起使用。默认值为*undefined*。
-</p>
-
 <h3>[property:Object defines]</h3>
 <p> 注入shader的自定义对象。 以键值对形式的对象传递,{ MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }。
     这些键值对在顶点和片元着色器中定义。默认值为*undefined*。