A material for a use with a Sprite.


WebGL / sprites
misc / ubiquity / test
software / sandbox
svg / sandbox
webgl / materials / cubemap / dynamic
var spriteMap = new v3d.TextureLoader().load('textures/sprite.png'); var spriteMaterial = new v3d.SpriteMaterial({ map: spriteMap, color: 0xffffff }); var sprite = new v3d.Sprite(spriteMaterial); sprite.scale.set(200, 200, 1) scene.add(sprite);

SpriteMaterial(parameters : Object)

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.

.color : Color

Color of the material, by default set to white (0xffffff). The .map is mutiplied by the color.

.fog : boolean

Whether or not this material affected by the scene's fog. Default is false

.lights : Boolean

Whether the material is affected by lights. Default is false.

.map : Texture

The texture map. Default is null.

.rotation : Radians

The rotation of the sprite in radians. Default is 0.

.sizeAttenuation : Boolean

Whether the size of the sprite 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.