Skip to content

Commit 1fd291f

Browse files
committed
Merge pull request mrdoob#8114 from Mugen87/dev
removed "onlyShadow" property from docu
2 parents 308152d + ad3c36f commit 1fd291f

File tree

2 files changed

+18
-30
lines changed

2 files changed

+18
-30
lines changed

docs/api/lights/DirectionalLight.html

Lines changed: 0 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -63,12 +63,6 @@ <h3>[property:Float intensity]</h3>
6363
Default — *1.0*.
6464
</div>
6565

66-
<h3>[property:Boolean onlyShadow]</h3>
67-
<div>
68-
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
69-
Default — *false*.
70-
</div>
71-
7266
<h3>[property:Boolean castShadow]</h3>
7367
<div>
7468
If set to true light will cast dynamic shadows. Warning: This is expensive and requires tweaking to get shadows looking right.<br />

docs/api/lights/SpotLight.html

Lines changed: 18 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -13,7 +13,7 @@
1313
<h1>[name]</h1>
1414

1515
<div class="desc">A point light that can cast shadow in one direction.</div>
16-
16+
1717
<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
1818

1919

@@ -24,7 +24,7 @@ <h2>Example</h2>
2424
<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
2525
<div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
2626
<div>[example:webgl_shading_physical shading / physical ]</div>
27-
27+
2828
<code>
2929
// white spotlight shining from the side, casting shadow
3030

@@ -73,50 +73,44 @@ <h3>[property:Object3D target]</h3>
7373
Default position — *(0,0,0)*.<br />
7474
*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
7575
</div>
76-
76+
7777
<h3>[property:Float intensity]</h3>
7878
<div>
7979
Light's intensity.<br />
8080
Default — *1.0*.
8181
</div>
82-
82+
8383
<h3>[property:Float distance]</h3>
8484
<div>
8585
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
8686
Default — *0.0*.
8787
</div>
88-
88+
8989
<h3>[property:Float angle]</h3>
9090
<div>
9191
Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
9292
Default — *Math.PI/3*.
9393
</div>
94-
94+
9595
<h3>[property:Float exponent]</h3>
9696
<div>
9797
Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
9898
focuses it towards the center.<br />
9999
Default — *10.0*.
100100
</div>
101-
101+
102102
<h3>[property:Float decay]</h3>
103103
<div>
104104
The amount the light dims along the distance of the light<br />
105105
Default — *1*.
106106
</div>
107-
107+
108108
<h3>[property:Boolean castShadow]</h3>
109109
<div>
110110
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
111111
Default — *false*.
112112
</div>
113-
114-
<h3>[property:Boolean onlyShadow]</h3>
115-
<div>
116-
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
117-
Default — *false*.
118-
</div>
119-
113+
120114
<h3>[property:Float shadowCameraNear]</h3>
121115
<div>
122116
Perspective shadow camera frustum <em>near</em> parameter.<br />
@@ -134,13 +128,13 @@ <h3>[property:Float shadowCameraFov]</h3>
134128
Perspective shadow camera frustum <em>field of view</em> parameter.<br />
135129
Default — *50*.
136130
</div>
137-
131+
138132
<h3>[property:Boolean shadowCameraVisible]</h3>
139133
<div>
140134
Show debug shadow camera frustum.<br />
141135
Default — *false*.
142136
</div>
143-
137+
144138
<h3>[property:Float shadowBias]</h3>
145139
<div>
146140
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
@@ -158,34 +152,34 @@ <h3>[property:Integer shadowMapHeight]</h3>
158152
Shadow map texture height in pixels.<br />
159153
Default — *512*.
160154
</div>
161-
155+
162156
<h3>[property:Vector2 shadowMapSize]</h3>
163157
<div>
164158
The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
165-
</div>
159+
</div>
166160

167161
<h3>[property:PerspectiveCamera shadowCamera]</h3>
168162
<div>
169163
The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
170-
</div>
164+
</div>
171165

172166
<h3>[property:Matrix4 shadowMatrix]</h3>
173167
<div>
174168
Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
175-
</div>
169+
</div>
176170

177171
<h3>[property:WebGLRenderTarget shadowMap]</h3>
178172
<div>
179173
The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
180-
</div>
174+
</div>
181175

182-
<h2>Methods</h2>
176+
<h2>Methods</h2>
183177
<h3>[method:SpotLight clone]()</h3>
184178
<div>
185179
<br />
186180
It returns a clone of SpotLight.
187181
</div>
188-
182+
189183
<h3>[method:JSON toJSON]()</h3>
190184
<div>
191185
Return SpotLight data in JSON format.

0 commit comments

Comments
 (0)