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Improved documentation for constants / Materials #9993

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79 changes: 58 additions & 21 deletions docs/api/constants/Materials.html
Original file line number Diff line number Diff line change
Expand Up @@ -10,45 +10,82 @@
<body>
<h1>Material Constants</h1>

<div class="desc">
These constants define properties common to all material types,
with the exception of [page:MultiMaterial MultiMaterial] where they are defined for sub-materials.
</div>


<h2>Side</h2>
<div>
THREE.FrontSide<br />
THREE.BackSide<br />
<code>
THREE.FrontSide
THREE.BackSide
THREE.DoubleSide
</code>
<div>
Defines which side of faces will be rendered - front, back or both.
Default is [page:Constant FrontSide].
</div>


<h2>Shading</h2>
<code>
THREE.SmoothShading
THREE.FlatShading
</code>
<div>
THREE.FlatShading<br />
THREE.SmoothShading
[page:Constant SmoothShading] is the default and linearly interpolates color between vertices.<br />
[page:Constant FlatShading] uses the color of the first vertex for every pixel in a face.
</div>

<h2>Colors</h2>
<div>
THREE.NoColors<br />
THREE.FaceColors<br />
<code>
THREE.NoColors
THREE.FaceColors
THREE.VertexColors
</code>
<div>
[page:Constant NoColors] is the default and applies the material's color to all faces.<br />
[page:Constant FaceColors] colors faces according to each [page:Face3 Face3][property:Color color] value.<br />
[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.<br />
See the [example:webgl_geometry_colors geometry / colors] example.
</div>

<h2>Blending Mode</h2>
<div>
THREE.NoBlending<br />
THREE.NormalBlending<br />
THREE.AdditiveBlending<br />
THREE.SubtractiveBlending<br />
THREE.MultiplyBlending<br />
<code>
THREE.NoBlending
THREE.NormalBlending
THREE.AdditiveBlending
THREE.SubtractiveBlending
THREE.MultiplyBlending
THREE.CustomBlending
</code>
<div>
These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
[page:Constant NormalBlending] is the default.<br />
Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
See the [example:webgl_materials_blending materials / blending] example.<br />
</div>

<h2>Depth Mode</h2>
<div>
THREE.NeverDepth<br />
THREE.AlwaysDepth<br />
THREE.LessDepth<br />
THREE.LessEqualDepth<br />
THREE.GreaterEqualDepth<br />
THREE.GreaterDepth<br />
<code>
THREE.NeverDepth
THREE.AlwaysDepth
THREE.LessDepth
THREE.LessEqualDepth
THREE.GreaterEqualDepth
THREE.GreaterDepth
THREE.NotEqualDepth
</code>
<div>
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.<br />
[page:Materials NeverDepth] will never return true.<br />
[page:Materials AlwaysDepth] will always return true.<br />
[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
[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.<br />
[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is equal to the current buffer Z-depth.<br />
</div>

<h2>Source</h2>
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