Skip to content

Commit

Permalink
Merge pull request #71 from jcarpenter/launch-update
Browse files Browse the repository at this point in the history
Fix broken links & add E/C example
  • Loading branch information
Josh Carpenter committed Dec 16, 2015
2 parents e277311 + ca72a08 commit 4675be0
Show file tree
Hide file tree
Showing 5 changed files with 8 additions and 4 deletions.
5 changes: 5 additions & 0 deletions src/_data/examples.json
Original file line number Diff line number Diff line change
Expand Up @@ -66,6 +66,11 @@
"slug": "lookat",
"path": "interaction-lookat/",
"title": "Look At"
},
{
"slug": "basics",
"path": "entitycomponent-basics/",
"title": "Entity-Component"
}
]
}
Expand Down
2 changes: 1 addition & 1 deletion src/docs/guide/cameras-and-lights.md
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ The camera primitive comes with several useful attributes. For example:
<a-camera wasd-controls-enabled="false"></a-camera>
```

The full list of camera primitive attributes is in the [documentation](../docs/).
The full list of camera primitive attributes is [here](../primitives/a-camera.html).

__Note: A-Frame does not currently support multiple cameras and switching between them, but an [issue](https://github.com/aframevr/aframe-core/issues/635) is filed for this useful functionality.__

Expand Down
2 changes: 1 addition & 1 deletion src/docs/guide/objects.md
Original file line number Diff line number Diff line change
Expand Up @@ -24,4 +24,4 @@ Each primitive has unique attributes. We can specify the width, depth, and heigh
* `<a-cylinder radius="5" open-ended="true"></a-cylinder>`
* `<a-videosphere src="sunset.mp4" autoplay="true"></a-videosphere>`

Primitives are convenient wrappers around A-Frame's underlying Entity/Component architecture. Components include geometry, materials, raycaster, controls, and more. To start working with entities and components, see the [Entity/Component documentation](../../docs/entities-and-components/).
Primitives are convenient wrappers around A-Frame's underlying Entity/Component architecture. Components include geometry, materials, raycaster, controls, and more. To start working with entities and components, see the [Entity/Component documentation](../core/).
1 change: 0 additions & 1 deletion src/docs/primitives/a-curvedimage.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,6 @@ The curved image primitive wraps an entity that contains geometry and material c
|-----------------|----------------|-------------------------|
| height | 1 | geometry.height |
| opacty | 1 | geometry.radius |
| open-ended | true | geometry.openEnded |
| radius | 2 | geometry.radius |
| segments-radius | 48 | geometry.segmentsRadial |
| src | None | material.src |
Expand Down
2 changes: 1 addition & 1 deletion src/faq/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ We use issues on the [A-Frame GitHub repo](https://github.com/aframevr/aframe/is

We call it A-Frame. We express it in code and domains as aframe, as much as possible. Sometimes we cannot get "aframe", and we have to resort to "aframevr", which is more widely available. The site is at [aframe.io](https://aframe.io/), for example, but the GitHub organization is [github.com/aframevr](https://github.com/aframevr/). We're not thrilled about this inconsistency, but it's something we accept begrudgingly. Sorry for any confusion!

## Transparent images do not render correctly
## Why aren't my transparent images rendering correctly?

Transparency is tricky in 3D graphics. If you are having issues where transparent issues in the foreground do not composite correctly over images in the background, it is probably due to underlying design of the OpenGL compositor (which WebGL is an API for). In an ideal scenario, transparency in A-Frame would "just work", regardless of where the developer places an image in 3D space, or what order they define the elements in markup. In the current version of A-Frame, however, it is easy to create scenarios where foreground images occlude background images. This creates confusion and unwanted visual defects.

Expand Down

0 comments on commit 4675be0

Please sign in to comment.