/** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * opacity: , * blending: THREE.NormalBlending, * depth_test: , * wireframe: , * wireframe_linewidth: * } */ THREE.MeshDepthMaterial = function ( parameters ) { this.id = THREE.MaterialCounter.value ++; this.opacity = 1.0; this.shading = THREE.SmoothShading; // doesn't really apply here, normals are not used this.blending = THREE.NormalBlending; this.depth_test = true; this.wireframe = false; this.wireframe_linewidth = 1.0; if ( parameters ) { if ( parameters.opacity !== undefined ) this.opacity = parameters.opacity; if ( parameters.shading !== undefined ) this.shading = parameters.shading; if ( parameters.blending !== undefined ) this.blending = parameters.blending; if ( parameters.depth_test !== undefined ) this.depth_test = parameters.depth_test; if ( parameters.wireframe !== undefined ) this.wireframe = parameters.wireframe; if ( parameters.wireframe_linewidth !== undefined ) this.wireframe_linewidth = parameters.wireframe_linewidth; } };