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<!DOCTYPE html>
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<head>
<meta charset="utf-8" />
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<body>
[page:Mesh] →
<h1>镜头光晕([name])</h1>
<p class="desc">
创建一个模拟追踪着灯光的镜头光晕。<br /><br />
</p>
<h2>示例</h2>
<p>
[example:webgl_lensflares lensflares]
<code>
var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
var textureLoader = new THREE.TextureLoader();
var textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
var textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
var textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
var lensflare = new THREE.Lensflare();
lensflare.addElement( new THREE.LensflareElement( textureFlare0, 512, 0 ) );
lensflare.addElement( new THREE.LensflareElement( textureFlare1, 512, 0 ) );
lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
light.add( lensflare );
</code>
</p>
<h2>Constructor</h2>
<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
<p>
[page:Texture texture] - 用于光晕的THREE.Texture(贴图)<br />
[page:Float size] - (可选)光晕尺寸(单位为像素)<br />
[page:Float distance] - (可选)和光源的距离值在0到1之间(值为0时在光源的位置)<br />
[page:Color color] - (可选)光晕的([page:Color])颜色
</p>
<h2>属性</h2>
<p>请参阅其基类[page:Mesh]来了解共有属性。</p>
<h3>[property:Boolean isLensflare]</h3>
<p>
用于检查这个类或者派生类是否为lensflares,默认为*true*。<br /><br />
你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js examples/js/objects/Lensflare.js]
</p>
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