mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-19 12:27:56 +01:00
167 lines
5.2 KiB
HTML
Executable File
167 lines
5.2 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<div class="desc">Materials describe the appearance of [page:Object objects]. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.</div>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<div>
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This creates a generic material.
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</div>
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<h2>Properties</h2>
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<h3>[property:Integer id]</h3>
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<div>
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Unique number for this material instance.
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</div>
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<h3>[property:String name]</h3>
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<div>
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Material name. Default is an empty string.
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</div>
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<h3>[property:Float opacity]</h3>
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<div>
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Float in the range of 0.0 - 1.0 indicating how transparent the material is.
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A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If
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*transparent* is not set to true for the material, the material will remain
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fully opaque and this value will only affect its color.
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</div>
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<div>Default is *1.0*.</div>
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<h3>[property:Boolean transparent]</h3>
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<div>
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Defines whether this material is transparent. This has an effect on rendering
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as transparent objects need special treatment and are rendered after
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non-transparent objects. For a working example of this behaviour, check the
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[page:WebGLRenderer WebGLRenderer] code.<br />
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When set to true, the extent to which the material is transparent is
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controlled by setting *opacity*.
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</div>
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<div>Default is *false*.</div>
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<h3>.[page:Blending blending]</h3>
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<div>
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Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending]. See the blending mode [page:Materials constants] for all possible values.
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</div>
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<h3>.[page:Integer blendSrc]</h3>
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<div>
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Blending source. It's one of the blending mode constants defined in Three.js. Default is [page:CustomBlendingEquation SrcAlphaFactor]. See the destination factors [page:CustomBlendingEquation constants] for all possible values.
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</div>
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<h3>[property:Integer blendDst]</h3>
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<div>
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Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
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</div>
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<h3>[property:Integer blendEquation]</h3>
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<div>
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Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation AddEquation.]
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</div>
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<h3>[property:Boolean depthTest]</h3>
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<div>
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Whether to have depth test enabled when rendering this material. Default is *true*.
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</div>
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<h3>[property:Boolean depthWrite]</h3>
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<div>
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Whether rendering this material has any effect on the depth buffer. Default is *true*.
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</div>
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<div>
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When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
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</div>
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<h3>[property:Boolean polygonOffset]</h3>
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<div>
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Whether to use polygon offset. Default is *false*. This corresponds to the *POLYGON_OFFSET_FILL* WebGL feature.
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</div>
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<h3>[property:Integer polygonOffsetFactor]</h3>
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<div>
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Sets the polygon offset factor. Default is *0*.
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</div>
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<h3>[property:Integer polygonOffsetUnits]</h3>
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<div>
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Sets the polygon offset units. Default is *0*.
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</div>
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<h3>[property:Number alphaTest]</h3>
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<div>
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Sets the alpha value to be used when running an alpha test. Default is *0*.
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</div>
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<h3>[property:Float overdraw]</h3>
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<div>
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Amount of triangle expansion at draw time. This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer]. *0.5* tends to give good results across browsers. Default is *0*.
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</div>
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<h3>[property:Boolean visible]</h3>
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<div>
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Defines whether this material is visible. Default is *true*.
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</div>
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<h3>[property:Enum side]</h3>
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<div>
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Defines which of the face sides will be rendered - front, back or both.
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</div>
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<div>
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Default is [page:Materials THREE.FrontSide]. Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
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</div>
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<h3>[property:Boolean needsUpdate]</h3>
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<div>
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Specifies that the material needs to be updated at the WebGL level. Set it to true if you made changes that need to be reflected in WebGL.
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</div>
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<div>
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This property is automatically set to *true* when instancing a new material.
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</div>
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<h2>Methods</h2>
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<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
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<h3>[method:Material clone]([page:material material])</h3>
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<div>
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material -- this material gets the cloned information (optional).
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</div>
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<div>
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This clones the material in the optional parameter and returns it.
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</div>
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<h3>[method:null dispose]()</h3>
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<div>
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This disposes the material.
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</div>
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<h3>[method:null setValues]([page:object values])</h3>
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<div>
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values -- a container with parameters.
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</div>
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<div>
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Sets the properties based on the *values*.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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