You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/docs/api/en/materials/MeshDepthMaterial.html

125 lines
3.9 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<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 drawing geometry by depth. Depth is based off of the camera
near and far plane. White is nearest, black is farthest.
</p>
<iframe
id="scene"
src="scenes/material-browser.html#MeshDepthMaterial"
></iframe>
<script>
// iOS iframe auto-resize workaround
if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
const scene = document.getElementById( 'scene' );
scene.style.width = getComputedStyle( scene ).width;
scene.style.height = getComputedStyle( scene ).height;
scene.setAttribute( 'scrolling', 'no' );
}
</script>
<h2>Constructor</h2>
<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.
</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:Constant depthPacking]</h3>
<p>Type for depth packing. Default is [page:Textures BasicDepthPacking].</p>
<h3>[property:Texture displacementMap]</h3>
<p>
The displacement map affects the position of the mesh's vertices. Unlike
other maps which only affect the light and shade of the material the
displaced vertices can cast shadows, block other objects, and otherwise
act as real geometry. The displacement texture is an image where the value
of each pixel (white being the highest) is mapped against, and
repositions, the vertices of the mesh.
</p>
<h3>[property:Float displacementScale]</h3>
<p>
How much the displacement map affects the mesh (where black is no
displacement, and white is maximum displacement). Without a displacement
map set, this value is not applied. Default is `1`.
</p>
<h3>[property:Float displacementBias]</h3>
<p>
The offset of the displacement map's values on the mesh's vertices.
The bias is added to the scaled sample of the displacement map.
Without a displacement map set, this value is not applied. Default is `0`.
</p>
<h3>[property:Texture map]</h3>
<p>
The color map. May optionally include an alpha channel, typically combined
with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest].
Default is null.
</p>
<h3>[property:Boolean wireframe]</h3>
<p>
Render geometry as wireframe. Default is false (i.e. render as smooth
shaded).
</p>
<h3>[property:Float wireframeLinewidth]</h3>
<p>
Controls wireframe thickness. Default is `1`.<br /><br />
Due to limitations of the
[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be `1` regardless of the set value.
</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>