A material for a use with a Sprite.
const map = new v3d.TextureLoader().load('textures/sprite.png');
const material = new v3d.SpriteMaterial({ map: map, color: 0xffffff });
const sprite = new v3d.Sprite(material);
sprite.scale.set(200, 200, 1)
app.scene.add(sprite);
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.
SpriteMaterials are not clipped by using Material.clippingPlanes.
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
). The .map is multiplied by the color.
Whether the material is affected by fog. Default is true
.
Read-only flag to check if a given object is of type SpriteMaterial.
The color map. May optionally include an alpha channel, typically combined with
.transparent or .alphaTest. Default is null
.
The rotation of the sprite in radians. Default is 0
.
Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is true
.
Defines whether this material is transparent. 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.