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Merge branch 'patch-13' of https://github.com/gero3/three.js into dev

Mr.doob 11 years ago
parent
commit
ddd5c500e9

+ 19 - 18
docs/api/materials/LineDashedMaterial.html

@@ -11,18 +11,22 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A material for drawing wireframe-style geometries with dashed lines.</div>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([page:todo parameters])</h3>
+		<div>parameters is an object with one or more properties defining the material's appearance.</div>
 		<div>
-		parameters -- todo
-		</div>
-		<div>
-		todo
+		color — Line color in hexadecimal. Default is 0xffffff.<br />
+		linewidth — Line thickness. Default is 1.<br />
+		scale  — The scale of the dashed part of a line. Default is 1.<br />
+		dashSize  — The size of the dash. Default is 3.<br />
+		gapSize - The size of the gap. Default is 1.<br />
+		vertexColors — Define how the vertices gets colored. Default is THREE.NoColors.<br />
+		fog — Define whether the material color is affected by global fog settings. Default is false.
 		</div>
 
 
@@ -32,38 +36,35 @@
 
 		<h3>.[page:number scale]</h3>
 		<div>
-		todo
+		The scale of the dashed part of a line.
 		</div> 
 
 		<h3>.[page:Color color]</h3>
 		<div>
-		todo
+		Sets the color of the line. Default is 0xffffff.
 		</div> 
 
 		<h3>.[page:boolean vertexColors]</h3>
-		<div>
-		todo
-		</div> 
+		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
+		<div>This setting might not have any effect when used with certain renderers.</div>
 
 		<h3>.[page:number dashSize]</h3>
 		<div>
-		todo
+		The size of the dash. This is both the gap with the stroke. Default is 3.
 		</div> 
 
 		<h3>.[page:boolean fog]</h3>
-		<div>
-		todo
-		</div> 
+		<div>Define whether the material color is affected by global fog settings.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 		<h3>.[page:number gapSize]</h3>
 		<div>
-		todo
+		The size of the gap. Default is 1.
 		</div> 
 
 		<h3>.[page:number linewidth]</h3>
-		<div>
-		todo
-		</div> 
+		<div>Controls line thickness. Default is 1.</div>
+		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 		<h2>Methods</h2>
 

+ 8 - 8
docs/api/materials/Material.html

@@ -137,25 +137,25 @@
 		
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 		
-		<h3>.clone([page:todo material]) [page:todo]</h3>
+		<h3>.clone([page:material material]) [page:Material]</h3>
 		<div>
-		material -- todo
+		material -- this material gets the cloned information (optional). 
 		</div>
 		<div>
-		todo
+		This clones the material in the optional parameter and returns it.
 		</div>
 
-		<h3>.dispose() [page:todo]</h3>
+		<h3>.dispose()</h3>
 		<div>
-		todo
+		This disposes the material.
 		</div>
 
-		<h3>.setValues([page:todo values]) [page:todo]</h3>
+		<h3>.setValues([page:object values]) [page:todo]</h3>
 		<div>
-		values -- todo
+		values -- a container with parameters.
 		</div>
 		<div>
-		todo
+		Sets the properties based on the *values*.
 		</div>
 
 		<h2>Source</h2>

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

@@ -83,24 +83,24 @@
 		<h3>.[page:Boolean morphTargets]</h3>
 		<div>Define whether the material uses morphTargets. Default is false.</div>	
 		
-		<h3>.[page:object map]</h3>
+		<h3>.[page:Texture map]</h3>
 		<div>
-		todo
+		Sets the texture map. Default is  null.
 		</div> 
 
 		<h3>.[page:number combine]</h3>
 		<div>
-		todo
+		How to combine the result of the surface's color with the environment map, if any.
 		</div> 
 
 		<h3>.[page:number reflectivity]</h3>
 		<div>
-		todo
+		How much the environment map affects the surface; also see "combine".
 		</div> 
 
 		<h3>.[page:number refractionRatio]</h3>
 		<div>
-		todo
+		The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.
 		</div> 
 
 		<h2>Methods</h2>

+ 10 - 6
docs/api/materials/MeshFaceMaterial.html

@@ -11,18 +11,22 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+		A Material to define multiple materials for the same geometry. 
+		The geometry decides which material is used for which faces by the [page:Face3 faces materialindex].
+		The materialindex corresponds with the index of the material in the materials array.
+		</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo materials])</h3>
+		<h3>[name]([page:Array materials])</h3>
 		<div>
-		materials -- todo
+		materials -- The materials for the geometry.
 		</div>
 		<div>
-		todo
+		Creates a MeshFaceMaterial with the correct materials.
 		</div>
 
 
@@ -30,9 +34,9 @@
 
 
 
-		<h3>.[page:array materials]</h3>
+		<h3>.[page:Array materials]</h3>
 		<div>
-		todo
+		Get or set the materials for the geometry. 
 		</div> 
 
 		<h2>Methods</h2>

+ 4 - 8
docs/api/renderers/WebGLRenderer.html

@@ -73,10 +73,6 @@
 
 		<div>Defines whether the renderer should auto update objects. Default is true.</div>
 
-		<div>TODO</div>
-
-		<!-- Physically based shading -->
-
 		<h3>.[page:Boolean gammaInput]</h3>
 
 		<div>Default is false. If set, then it expects that all textures and colors are premultiplied gamma.</div>
@@ -244,12 +240,12 @@
 		<div>TODO.</div>
 
 
-		<h3>.renderBufferDirect(  camera, lights, fog, material, geometryGroup, object )</h3>
-		<div>TODO.</div>
+		<h3>.renderBufferDirect( [page:Camera camera], [page:Array lights], [page:Fog fog], [page:Material material], [page:Object geometryGroup], [page:Object3D object] )</h3>
+		<div>Render a buffer geometry group using the camera and with the correct material.</div>
 
 
-		<h3>.renderBuffer( camera, lights, fog, material, geometryGroup, object )</h3>
-		<div>TODO.</div>
+		<h3>.renderBuffer( [page:Camera camera], [page:Array lights], [page:Fog fog], [page:Material material], [page:Object geometryGroup], [page:Object3D object] )</h3>
+		<div>Render a geometry group using the camera and with the correct material.</div>
 
 
 		<h3>.render( [page:Scene scene], [page:Camera camera], [page:WebGLRenderTarget renderTarget], [page:Boolean forceClear] )</h3>