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<h1>[name]</h1>
<p class="desc">
This class contains the parameters that define linear fog, i.e., that
grows linearly denser with the distance.
</p>
<h2>Code Example</h2>
<code>
const scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
</code>
<h2>Constructor</h2>
<h3>
[name]( [param:Integer color], [param:Float near], [param:Float far] )
</h3>
<p>
The color parameter is passed to the [page:Color] constructor to set the
color property. Color can be a hexadecimal integer or a CSS-style string.
</p>
<h2>Properties</h2>
<h3>[property:Boolean isFog]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h3>[property:String name]</h3>
<p>
Optional name of the object (doesn't need to be unique). Default is an
empty string.
</p>
<h3>[property:Color color]</h3>
<p>
Fog color. Example: If set to black, far away objects will be rendered
black.
</p>
<h3>[property:Float near]</h3>
<p>
The minimum distance to start applying fog. Objects that are less than
'near' units from the active camera won't be affected by fog.
</p>
<p>Default is `1`.</p>
<h3>[property:Float far]</h3>
<p>
The maximum distance at which fog stops being calculated and applied.
Objects that are more than 'far' units away from the active camera won't
be affected by fog.
</p>
<p>Default is `1000`.</p>
<h2>Methods</h2>
<h3>[method:Fog clone]()</h3>
<p>Returns a new fog instance with the same parameters as this one.</p>
<h3>[method:Object toJSON]()</h3>
<p>Return fog data in JSON format.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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