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Updated documentation for MeshBasicMaterial, MeshLambertMaterial, and MeshPhongMaterial to include information about the alphaMap property.
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docs/api/materials/MeshBasicMaterial.html

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@@ -32,6 +32,7 @@ <h3>[name]( [page:Object parameters] )</h3>
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fog — Define whether the material color is affected by global fog settings. Default is true.<br />
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lightMap — Set light map. Default is null.<br />
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specularMap — Set specular map. Default is null.<br />
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alphaMap — Set alpha map. Default is null.<br />
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envMap — Set env map. Default is null.<br />
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skinning — Define whether the material uses skinning. Default is false.<br />
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morphTargets — Define whether the material uses morphTargets. Default is false.
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<h3>.[page:Texture specularMap]</h3>
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<div>Set specular map. Default is null.</div>
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<h3>.[page:Texture alphaMap]</h3>
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<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
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<div>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.</div>
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<h3>.[page:TextureCube envMap]</h3>
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<div>Set env map. Default is null.</div>
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docs/api/materials/MeshLambertMaterial.html

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<h3>.[page:Texture specularMap]</h3>
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<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
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<h3>.[page:Texture alphaMap]</h3>
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<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
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<div>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.</div>
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<h3>.[page:TextureCube envMap]</h3>
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<div>Set env map. Default is null.</div>
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docs/api/materials/MeshPhongMaterial.html

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@@ -91,6 +91,10 @@ <h3>.[page:Texture lightMap]</h3>
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<h3>.[page:Texture specularMap]</h3>
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<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
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<h3>.[page:Texture alphaMap]</h3>
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<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
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<div>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.</div>
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<h3>.[page:TextureCube envMap]</h3>
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<div>Set env map. Default is null.</div>
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