The default material used by Points.
const vertices = [];
for (let i = 0; i < 10000; i++) {
const x = v3d.MathUtils.randFloatSpread(2000);
const y = v3d.MathUtils.randFloatSpread(2000);
const z = v3d.MathUtils.randFloatSpread(2000);
vertices.push(x, y, z);
}
const geometry = new v3d.BufferGeometry();
geometry.setAttribute('position', new v3d.Float32BufferAttribute(vertices, 3));
const material = new v3d.PointsMaterial({ color: 0x888888 });
const points = new v3d.Points(geometry, material);
app.scene.add(points);
parameters — (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from Material) can be passed in here.
The exception is the property color, which can be passed in as a hexadecimal
string and is 0xffffff
(white) by default. Color.set(color) is called internally.
See the base Material class for common properties.
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null
.
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the 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.
Color of the material, by default set to white (0xffffff
).
Whether the material is affected by fog. Default is true
.
Sets the color of the points using data from a Texture. May optionally include an alpha channel, typically combined with .transparent or .alphaTest.
Defines the size of the points in pixels. Default is 1.0
.
Will be capped if it exceeds the hardware dependent parameter gl.ALIASED_POINT_SIZE_RANGE.
Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.
See the base Material class for common methods.
For more info on how to obtain the source code of this module see this page.