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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] &rarr;
<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>
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