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Copy file name to clipboardExpand all lines: dochtml/H3DU.PbrMaterial.html
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@@ -8,9 +8,9 @@ <h3> H3DU.PbrMaterial([params])</h3>A material for physically-based rendering. S
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in the red, green, blue, and alpha channels.<li><ahref='#H3DU.PbrMaterial_emission'>emission</a><br>Additive color emitted by objects with this material.<li><ahref='#H3DU.PbrMaterial_emissionMap'>emissionMap</a><br>Emission map texture.<li><ahref='#H3DU.PbrMaterial_invertRoughness'>invertRoughness</a><br>If true, the roughness property is treated as a "glossiness" property,
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or 1 minus roughness, and the roughness map is treated as a "glossiness"
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map, or an inverted roughness map.<li><ahref='#H3DU.PbrMaterial_metalness'>metalness</a><br>A value indicating whether objects described by this material are metals.<li><ahref='#H3DU.PbrMaterial_metalnessMap'>metalnessMap</a><br>A texture indicating the metalness of each part of the texture,
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as specified in the texture's red channel.<li><ahref='#H3DU.PbrMaterial_normalMap'>normalMap</a><br>Normal map (bump map) texture.<li><ahref='#H3DU.PbrMaterial_roughness'>roughness</a><br>Describes the roughness of the surface described
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as specified in the texture's blue channel.<li><ahref='#H3DU.PbrMaterial_normalMap'>normalMap</a><br>Normal map (bump map) texture.<li><ahref='#H3DU.PbrMaterial_roughness'>roughness</a><br>Describes the roughness of the surface described
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by this material.<li><ahref='#H3DU.PbrMaterial_roughnessMap'>roughnessMap</a><br>A texture indicating the roughness of each part of the texture,
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as specified in the texture's red channel.<li><ahref='#H3DU.PbrMaterial_shader'>shader</a><br>Shader program to use when rendering objects with this material.<li><ahref='#H3DU.PbrMaterial_specular'>specular</a><br>Specular reflectivity of this material.<li><ahref='#H3DU.PbrMaterial_specularMap'>specularMap</a><br>A texture where each pixel identifies the "specular" property of that
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as specified in the texture's green channel.<li><ahref='#H3DU.PbrMaterial_shader'>shader</a><br>Shader program to use when rendering objects with this material.<li><ahref='#H3DU.PbrMaterial_specular'>specular</a><br>Specular reflectivity of this material.<li><ahref='#H3DU.PbrMaterial_specularMap'>specularMap</a><br>A texture where each pixel identifies the "specular" property of that
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part of the texture, as specified in the texture's red, green, and blue channels
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(in the <ahref="H3DU.Math.html#H3DU.Math.colorTosRGB">sRGB color space</a>).<li><ahref='#H3DU.PbrMaterial_workflow'>workflow</a><br>Specifies which workflow to use when interpreting values for this
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material.</ul><h3> Methods</h3><ul><li><ahref='#H3DU.PbrMaterial_copy'>copy</a><br>Clones this object's parameters to a new <ahref="H3DU.PbrMaterial.html">H3DU.PbrMaterial</a>
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<h3> H3DU.PbrMaterial#metalnessMap
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</h3>A texture indicating the metalness of each part of the texture,
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as specified in the texture's red channel.
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Each pixel value in the red channel (which ranges from 0-255 in most image
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as specified in the texture's blue channel.
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Each pixel value in the blue channel (which ranges from 0-255 in most image
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formats) is scaled to the range [0, 1].<p>
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This value is only used in the <b>metallic workflow</b>.
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Any texture used for this map should not be in JPEG format or any other
Copy file name to clipboardExpand all lines: dochtml/H3DU.TextureLoader.html
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@@ -5,7 +5,7 @@ <h3> H3DU.TextureLoader()</h3>An object that caches loaded textures and uploads
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stores their texture data.</ul><aname='H3DU.TextureLoader_dispose'></a>
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<h3> H3DU.TextureLoader#dispose()</h3>Disposes all resources used by this texture loader.<h4> Return Value</h4>This method doesn't return a value. (Type: void)<aname='H3DU.TextureLoader_getTexture'></a>
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<h3> H3DU.TextureLoader#getTexture(name)</h3>Gets an already loaded texture by name from this texture loader.<h4> Parameters</h4><ul><li><code>name</code> (Type: string)<br>The name of the texture, usually its file name.</ul><h4> Return Value</h4>The texture with the given name, or null
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if it doesn't exist. (Type: <ahref="H3DU.Texture.html">H3DU.Texture</a>)<aname='H3DU.TextureLoader_loadAndMapTexture'></a>
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if it isn't fully loaded or doesn't exist. (Type: <ahref="H3DU.Texture.html">H3DU.Texture</a>)<aname='H3DU.TextureLoader_loadAndMapTexture'></a>
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<h3> H3DU.TextureLoader#loadAndMapTexture(texture, context)</h3>Loads the texture referred to in an array of URLs and
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uploads its texture data to a WebGL context.<h4> Parameters</h4><ul><li><code>texture</code> (Type: String | <ahref="H3DU.TextureInfo.html">H3DU.TextureInfo</a> | <ahref="H3DU.Texture.html">H3DU.Texture</a>)<br>An object described in H3DU.TextureLoader.loadTexture.<li><code>context</code> (Type: WebGLRenderingContext | WebGL2RenderingContext | Object)<br>A WebGL context to associate with this scene, or an object, such as <ahref="H3DU.Scene3D.html">H3DU.Scene3D</a>, that implements a no-argument <code>getContext</code> method that returns a WebGL context.</ul><h4> Return Value</h4>A promise that resolves when
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the texture is loaded successfully (the result will be an H3DU.Texture object)
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