diff --git a/docs/api/constants/Materials.html b/docs/api/constants/Materials.html index 49a7f1486c3243..19b37bd3724df3 100644 --- a/docs/api/constants/Materials.html +++ b/docs/api/constants/Materials.html @@ -10,45 +10,82 @@

Material Constants

+
+ These constants define properties common to all material types, + with the exception of [page:MultiMaterial MultiMaterial] where they are defined for sub-materials. +
+ +

Side

-
- THREE.FrontSide
- THREE.BackSide
+ + THREE.FrontSide + THREE.BackSide THREE.DoubleSide + +
+ Defines which side of faces will be rendered - front, back or both. + Default is [page:Constant FrontSide].
+

Shading

+ + THREE.SmoothShading + THREE.FlatShading +
- THREE.FlatShading
- THREE.SmoothShading + [page:Constant SmoothShading] is the default and linearly interpolates color between vertices.
+ [page:Constant FlatShading] uses the color of the first vertex for every pixel in a face.

Colors

-
- THREE.NoColors
- THREE.FaceColors
+ + THREE.NoColors + THREE.FaceColors THREE.VertexColors + +
+ [page:Constant NoColors] is the default and applies the material's color to all faces.
+ [page:Constant FaceColors] colors faces according to each [page:Face3 Face3][property:Color color] value.
+ [page:Constant VertexColors] colors faces according to each [page:Face3 Face3][property:Array vertexColors] value. This is an array of three [page:Color Color]s, one for each vertex in the face.
+ See the [example:webgl_geometry_colors geometry / colors] example.

Blending Mode

-
- THREE.NoBlending
- THREE.NormalBlending
- THREE.AdditiveBlending
- THREE.SubtractiveBlending
- THREE.MultiplyBlending
+ + THREE.NoBlending + THREE.NormalBlending + THREE.AdditiveBlending + THREE.SubtractiveBlending + THREE.MultiplyBlending THREE.CustomBlending + +
+ These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.
+ [page:Constant NormalBlending] is the default.
+ Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].
+ See the [example:webgl_materials_blending materials / blending] example.

Depth Mode

-
- THREE.NeverDepth
- THREE.AlwaysDepth
- THREE.LessDepth
- THREE.LessEqualDepth
- THREE.GreaterEqualDepth
- THREE.GreaterDepth
+ + THREE.NeverDepth + THREE.AlwaysDepth + THREE.LessDepth + THREE.LessEqualDepth + THREE.GreaterEqualDepth + THREE.GreaterDepth THREE.NotEqualDepth + +
+ Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.
+ [page:Materials NeverDepth] will never return true.
+ [page:Materials AlwaysDepth] will always return true.
+ [page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.
+ [page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.
+ [page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.
+ [page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.
+ [page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is equal to the current buffer Z-depth.

Source