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							97 lines
						
					
					
						
							3.3 KiB
						
					
					
				
			
		
		
		
			
			
			
				
					
				
				
					
				
			
		
		
	
	
							97 lines
						
					
					
						
							3.3 KiB
						
					
					
				
								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<meta charset="utf-8" />
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										[page:Material] →
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										<h1>[name]</h1>
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										<p class="desc">A material for a use with a [page:Sprite].</p>
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										<h2>Code Example</h2>
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										<code>
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										const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
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										const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
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										const sprite = new THREE.Sprite( material );
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										sprite.scale.set(200, 200, 1)
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										scene.add( sprite );
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										</code>
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										<h2>Examples</h2>
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										<p>
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											[example:webgl_raycaster_sprite WebGL / raycast / sprite]<br />
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											[example:webgl_sprites WebGL / sprites]<br />
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											[example:svg_sandbox SVG / sandbox]
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										</p>
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										<h2>Constructor</h2>
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										<h3>[name]( [param:Object parameters] )</h3>
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										<p>
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											[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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											Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
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											The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
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											string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
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											SpriteMaterials are not clipped by using [page:Material.clippingPlanes].
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										</p>
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										<h2>Properties</h2>
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										<p>See the base [page:Material] class for common properties.</p>
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										<h3>[property:Texture alphaMap]</h3>
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										<p>The alpha map is a grayscale texture that controls the opacity across the surface
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											(black: fully transparent; white: fully opaque). Default is null.<br /><br />
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											Only the color of the texture is used, ignoring the alpha channel if one exists.
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											For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
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											green channel when sampling this texture due to the extra bit of precision provided
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											for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
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											luminance/alpha textures will also still work as expected.
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										</p>
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										<h3>[property:Color color]</h3>
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										<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is multiplied by the color.</p>
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										<h3>[property:Boolean fog]</h3>
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										<p>Whether the material is affected by fog. Default is `true`.</p>
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										<h3>[property:Boolean isSpriteMaterial]</h3>
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										<p>
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											Read-only flag to check if a given object is of type [name].
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										</p>
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										<h3>[property:Texture map]</h3>
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										<p>
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											The color map. May optionally include an alpha channel, typically combined with
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											[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
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										</p>
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										<h3>[property:Radians rotation]</h3>
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										<p>The rotation of the sprite in radians. Default is 0.</p>
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										<h3>[property:Boolean sizeAttenuation]</h3>
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										<p>Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is `true`.</p>
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										<h3>[property:Boolean transparent]</h3>
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										<p>Defines whether this material is transparent. Default is `true`.</p>
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										<h2>Methods</h2>
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										<p>See the base [page:Material] class for common methods.</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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