File: Lensflare.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:Mesh] &rarr;

		<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>
	</body>
</html>