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      materialsLibrary/materials/water/readme.md

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materialsLibrary/materials/water/readme.md

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-# Water material
-
-## [Playground example](http://www.babylonjs-playground.com/#1SLLOJ#6)
-
-## Using the water material
-
-The water material needs at least only a bump texture to render properly.
-Just create a new reference of the material and assign its bump texture:
-
-```
-var ground = BABYLON.Mesh.CreateGround("ground", 512, 512, 32, scene);
-
-var waterMaterial = new BABYLON.WaterMaterial("water_material", scene);
-waterMaterial.bumpTexture = new BABYLON.Texture("bump.png", scene); // Set the bump texture
-
-ground.material = waterMaterial;
-```
-
-To reflect and refract the world, you just have to add the wanted meshes to the render list:
-
-```
-waterMaterial.addToRenderList(skybox);
-waterMaterial.addToRenderList(mesh1);
-waterMaterial.addToRenderList(mesh2);
-// ... etc.
-```
-
-That's all.
-
-## Customize the water material
-
-You can customize special properties of the material:
-
-```
-waterMaterial.windForce = 45; // Represents the wind force applied on the water surface
-waterMaterial.waveHeight = 1.3; // Represents the height of the waves
-waterMaterial.bumpHeight = 0.3; // According to the bump map, represents the pertubation of reflection and refraction
-waterMaterial.windDirection = new BABYLON.Vector2(1.0, 1.0); // The wind direction on the water surface (on width and height)
-waterMaterial.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6); // Represents the water color mixed with the reflected and refracted world
-waterMaterial.colorBlendFactor = 2.0; // Factor to determine how the water color is blended with the reflected and refracted world
-waterMaterial.waveLength = 0.1; // The lenght of waves. With smaller values, more waves are generated
-```
-