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Merge pull request mrdoob#6101 from TatumCreative/specular-bounds
Fixes to small miscellaneous docs issues
2 parents 092aa77 + 62979df commit 0f7e38e

5 files changed

Lines changed: 5 additions & 19 deletions

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docs/api/cameras/CubeCamera.html

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@@ -24,7 +24,7 @@ <h2>Examples</h2>
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scene.add( cubeCamera );
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//Create car
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var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeCamera.renderTarget } );
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var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget } );
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var car = new Mesh( carGeometry, chromeMaterial );
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scene.add( car );
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docs/api/loaders/OBJMTLLoader.html

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@@ -47,7 +47,7 @@ <h3>[method:Object3D parse]( [page:String text], [page:Function mtllibCallback]
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</div>
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<div>
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Parse an <em>obj</em> text structure and return an [page:Object3D].<br />
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Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and materials are converted to [page:MeshLambertMaterial].
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Found objects are converted to a [page:Mesh] and materials are converted to [page:MeshLambertMaterial].
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</div>
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<h2>Example</h2>

docs/api/materials/MeshLambertMaterial.html

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@@ -49,11 +49,6 @@ <h3>[property:Color color]</h3>
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Diffuse color of the material. Default is white.<br />
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</div>
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<h3>[property:Color ambient]</h3>
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<div>
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Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
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</div>
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<h3>[property:Color emissive]</h3>
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<div>
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Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />

docs/api/materials/MeshPhongMaterial.html

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@@ -41,7 +41,7 @@ <h3>[name]([page:Object parameters])</h3>
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</div>
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<div>
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Example:<br>
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materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
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materials.push( new THREE.MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
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</div>
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@@ -54,11 +54,6 @@ <h3>[property:Color color]</h3>
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Diffuse color of the material. Default is white.<br />
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</div>
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<h3>[property:Color ambient]</h3>
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<div>
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Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
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</div>
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<h3>[property:Color emissive]</h3>
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<div>
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Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
@@ -70,7 +65,7 @@ <h3>[property:Color specular]</h3>
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</div>
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<h3>[property:Float shininess]</h3>
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<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
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<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*. It should not be set to 0.</div>
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<h3>[property:boolean metal]</h3>
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<div>

docs/scenes/js/material.js

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@@ -393,7 +393,6 @@ function guiMeshLambertMaterial ( gui, mesh, material, geometry ) {
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var data = {
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color : material.color.getHex(),
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ambient : material.ambient.getHex(),
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emissive : material.emissive.getHex(),
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envMaps : envMapKeys,
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map : textureMapKeys,
@@ -407,7 +406,6 @@ function guiMeshLambertMaterial ( gui, mesh, material, geometry ) {
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var folder = gui.addFolder('THREE.MeshLambertMaterial');
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folder.addColor( data, 'color' ).onChange( handleColorChange( material.color ) );
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folder.addColor( data, 'ambient' ).onChange( handleColorChange( material.ambient ) );
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folder.addColor( data, 'emissive' ).onChange( handleColorChange( material.emissive ) );
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folder.add( material, 'shading', constants.shading ).onChange( needsUpdate( material, geometry ) );
@@ -433,7 +431,6 @@ function guiMeshPhongMaterial ( gui, mesh, material, geometry ) {
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var data = {
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color : material.color.getHex(),
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ambient : material.ambient.getHex(),
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emissive : material.emissive.getHex(),
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specular : material.specular.getHex(),
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envMaps : envMapKeys,
@@ -446,11 +443,10 @@ function guiMeshPhongMaterial ( gui, mesh, material, geometry ) {
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var folder = gui.addFolder('THREE.MeshPhongMaterial');
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folder.addColor( data, 'color' ).onChange( handleColorChange( material.color ) );
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folder.addColor( data, 'ambient' ).onChange( handleColorChange( material.ambient ) );
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folder.addColor( data, 'emissive' ).onChange( handleColorChange( material.emissive ) );
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folder.addColor( data, 'specular' ).onChange( handleColorChange( material.specular ) );
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folder.add( material, 'shininess', 0, 100);
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folder.add( material, 'shininess', 1, 100);
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folder.add( material, 'shading', constants.shading).onChange( needsUpdate( material, geometry ) );
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folder.add( material, 'wireframe' );
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folder.add( material, 'wireframeLinewidth', 0, 10 );

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