File: SpriteMaterial.html

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<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:Material] &rarr;

		<h1>[name]</h1>

		<p class="desc">A material for a use with a [page:Sprite].</p>

		<h2>Examples</h2>
		<div>
			[example:webgl_sprites WebGL / sprites]<br />
			[example:software_sandbox software / sandbox]<br />
			[example:svg_sandbox svg / sandbox]<br />
			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
		</div>

		<code>
var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

var spriteMaterial = new THREE.SpriteMaterial( { map: spriteMap, color: 0xffffff } );

var sprite = new THREE.Sprite( spriteMaterial );
sprite.scale.set(200, 200, 1)

scene.add( sprite );

		</code>


		<h3>[name]( [param:Object parameters] )</h3>
		<p>
			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />

			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.

			SpriteMaterials are not clipped by using [page:Material.clippingPlanes].
		</p>


		<h2>Properties</h2>
		<p>See the base [page:Material] class for common properties.</p>

		<h3>[property:Texture alphaMap]</h3>
		<p>The alpha map is a grayscale texture that controls the opacity across the surface
			(black: fully transparent; white: fully opaque). Default is null.<br /><br />

			Only the color of the texture is used, ignoring the alpha channel if one exists.
			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
			green channel when sampling this texture due to the extra bit of precision provided
			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
			luminance/alpha textures will also still work as expected.
		</p>

		<h3>[property:Color color]</h3>
		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>

		<h3>[property:boolean fog]</h3>
		<p>Whether or not this material affected by the scene's fog. Default is false</p>

		<h3>[property:Texture map]</h3>
		<p>The texture map. Default is null.</p>

		<h3>[property:Radians rotation]</h3>
		<p>The rotation of the sprite in radians. Default is 0.</p>

		<h3>[property:Boolean sizeAttenuation]</h3>
		<p>Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is *true*.</p>

		<h2>Methods</h2>
		<p>See the base [page:Material] class for common methods.</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
	</body>
</html>