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Link constants in MeshLambertMaterial to relevant docs pages

Brent Van Minnen 11 ani în urmă
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e3bba5ca80
1 a modificat fișierele cu 3 adăugiri și 3 ștergeri
  1. 3 3
      docs/api/materials/MeshLambertMaterial.html

+ 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>