Interface IMaterial<E, ET>

Type Parameters

Hierarchy

Implemented by

Properties

alphaMap?: null | ITexture
aoMap?: null | ITexture
aoMapIntensity?: number

Managed internally, do not change manually

assetType: "material"
bumpMap?: null | ITexture
color?: Color
constructor: {
    MaterialProperties?: Record<string, any>;
    MaterialTemplate?: IMaterialTemplate<IMaterial<IMaterialEvent<IMaterialEventTypes>, IMaterialEventTypes>, any>;
    TYPE: string;
    TypeSlug: string;
}

Type declaration

envMap?: null | ITexture
envMapIntensity?: number
extraUniformsToUpload: Record<string, IUniform<any>>
flatShading?: boolean

Managed internally, do not change manually

isPhysicalMaterial?: boolean
isRawShaderMaterial?: boolean
isUnlitMaterial?: boolean
lastShader?: Shader
lightMap?: null | ITexture
lightMapIntensity?: number
map?: null | ITexture
materialExtensions: MaterialExtension[]
metalness?: number
metalnessMap?: null | ITexture
needsUpdate: boolean
normalMap?: null | ITexture
registerMaterialExtensions: ((customMaterialExtensions) => void)

Type declaration

    • (customMaterialExtensions): void
    • Parameters

      Returns void

roughness?: number
roughnessMap?: null | ITexture
transmission?: number
transmissionMap?: null | ITexture
unregisterMaterialExtensions: ((customMaterialExtensions) => void)

Type declaration

    • (customMaterialExtensions): void
    • Parameters

      Returns void

wireframe?: boolean

Methods

  • Disposes the material from the GPU. Set force to false if not sure the material is used by any object in the scene. // todo add check for visible in scene also? or is that overkill

    Parameters

    • Optional force: boolean

      when true, same as three.js dispose. when false, only disposes if disposeOnIdle not false and not used by any object in the scene. default: true

    Returns void

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