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- <!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] →
- <h1>[name]</h1>
- <p class="desc">A material for a use with a [page:Sprite].</p>
- <h2>Code Example</h2>
- <code>
- const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
- const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
- const sprite = new THREE.Sprite( material );
- sprite.scale.set(200, 200, 1)
- scene.add( sprite );
- </code>
- <h2>Examples</h2>
- <p>
- [example:webgl_raycaster_sprite WebGL / raycast / sprite]<br />
- [example:webgl_sprites WebGL / sprites]<br />
- [example:svg_sandbox SVG / sandbox]
- </p>
- <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.<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 multiplied by the color.
- </p>
- <h3>[property:Boolean fog]</h3>
- <p>Whether the material is affected by fog. Default is `true`.</p>
- <h3>[property:Boolean isSpriteMaterial]</h3>
- <p>Read-only flag to check if a given object is of type [name].</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: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>
- <h3>[property:Boolean transparent]</h3>
- <p>Defines whether this material is transparent. 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>
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