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10 changes: 5 additions & 5 deletions docs/api/zh/cameras/ArrayCamera.html
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Expand Up @@ -10,19 +10,19 @@
<body>
[page:PerspectiveCamera] &rarr;

<h1>阵列摄像机([name])</h1>
<h1>摄像机阵列([name])</h1>

<p class="desc">

[name] 可以被用来更加高效地用一组已经预定义好的摄像机来渲染一个场景。 这对于VR场景的渲染来说,是非常重要的一个性能体现。<br />
一个 [name] 的实例中总是包含着一组子摄像机,应当为每一个子摄像机定义*bound*(边界)这个属性,该属性决定了由该子摄像机所渲染的视口区域的大小
[name] 用于更加高效地使用一组已经预定义的摄像机来渲染一个场景。这将能够更好地提升VR场景的渲染性能。<br />
一个 [name] 的实例中总是包含着一组子摄像机,应当为每一个子摄像机定义*bound*(边界)这个属性,这一属性决定了由该子摄像机所渲染的视口区域的大小
</p>

<h2>示例</h2>

<p>[example:webgl_camera_array camera / array ]</p>

<h2>构造器</h2>
<h2>构造函数</h2>

<h3>[name]( [param:Array array] )</h3>
<p>
Expand All @@ -35,7 +35,7 @@ <h2>属性</h2>

<h3>[property:Array cameras]</h3>
<p>
摄像机组
摄像机数组
</p>

<h2>方法</h2>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/BufferAttribute.html
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Expand Up @@ -191,7 +191,7 @@ <h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [p



<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/Clock.html
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Expand Up @@ -78,7 +78,7 @@ <h3>[method:Float getDelta]()</h3>
</p>


<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/DirectGeometry.html
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Expand Up @@ -96,7 +96,7 @@ <h3>[property:null fromGeometry]( [param:Geometry geometry] )</h3>
<p>传入一个需要转换的 [page:Geometry] 实例。</p>


<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/EventDispatcher.html
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Expand Up @@ -93,7 +93,7 @@ <h3>[method:null dispatchEvent]( [param:object event] )</h3>
</p>


<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/Face3.html
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Expand Up @@ -123,7 +123,7 @@ <h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
<p>将参数指定的 Face3 对象的数据拷贝到当前对象。</p>


<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/Geometry.html
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Expand Up @@ -327,7 +327,7 @@ <h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float
</p>


<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/InstancedBufferAttribute.html
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Expand Up @@ -37,7 +37,7 @@ <h3>[property:Boolean isInstancedBufferAttribute]</h3>
<h2>方法</h2>
<p>继承方法详见 [page:BufferAttribute]。</p>

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/InstancedBufferGeometry.html
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Expand Up @@ -43,7 +43,7 @@ <h3>[property:Number addGroup]( start, count, materialIndex )</h3>
</p>


<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/InstancedInterleavedBuffer.html
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Expand Up @@ -41,7 +41,7 @@ <h2>方法</h2>
继承方法详见 [page:InterleavedBuffer]。
</p>

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/InterleavedBuffer.html
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Expand Up @@ -112,7 +112,7 @@ <h3>[method:InterleavedBuffer clone]() </h3>
克隆当前 [name]。
</p>

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/InterleavedBufferAttribute.html
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Expand Up @@ -94,7 +94,7 @@ <h3>[method:null setXYZ]( [param:Integer index], [param:Float x], [param:Float y
<h3>[method:null setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
<p>通过给定参数,设置指定索引矢量的第一、二、三、四个元素 (X Y Z 和 W 值)。</p>

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/Layers.html
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Expand Up @@ -75,7 +75,7 @@ <h3>[method:null toggle]( [param:Integer layer] )</h3>
根据参数切换对象所属图层。
</p>

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/Uniform.html
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Expand Up @@ -206,7 +206,7 @@ <h3>[method:Uniform clone]()</h3>
该方法的使用示例详见 [example:webgldeferred_animation WebGL deferred animation]。
</p>

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ <h2>方法</h2>

继承方法详见 [page:BufferAttribute]。

<h2>资源</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
</body>
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2 changes: 1 addition & 1 deletion docs/api/zh/geometries/PolyhedronGeometry.html
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Expand Up @@ -13,7 +13,7 @@
<h1>多面几何体([name])</h1>

<p class="desc">
多面体在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
多面体是在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
</p>

<h2>示例</h2>
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56 changes: 28 additions & 28 deletions docs/api/zh/textures/CanvasTexture.html
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Expand Up @@ -10,67 +10,67 @@
<body>
[page:Texture] &rarr;

<h1>[name]</h1>
<h1>Canvas纹理([name]</h1>

<p class="desc">
Creates a texture from a canvas element.<br /><br />
从Canvas元素中创建纹理贴图。<br /><br />

This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
它几乎与其基类[page:Texture Texture]相同,但它直接将[page:Texture.needsUpdate needsUpdate](需要更新)设置为了*true*
</p>


<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:HTMLElement canvas], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Constant format], [param:Constant type], [param:Number anisotropy] )</h3>
<p>
[page:HTMLElement canvas] -- The HTML canvas element from which to load the texture. <br />
[page:HTMLElement canvas] -- 将会被用于加载纹理贴图的Canvas元素。<br />

[page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
See [page:Textures mapping constants] for other choices.<br />
[page:Constant mapping] -- 纹理贴图将被如何应用(映射)到物体上,它是[page:Textures THREE.UVMapping]中的对象类型。
请参阅[page:Textures mapping constants](映射模式常量)来了解其他选项。<br />

[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapS] -- 默认值是[page:Textures THREE.ClampToEdgeWrapping].
请参阅[page:Textures wrap mode constants](包裹模式常量)来了解其他选项。<br />

[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapT] -- 默认值是[page:Textures THREE.ClampToEdgeWrapping].
请参阅[page:Textures wrap mode constants](包裹模式常量)来了解其他选项。<br />

[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
[page:Constant magFilter] -- 当一个纹素覆盖大于一个像素时,贴图将如何采样。
其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures magnification filter constants](放大滤镜常量)来了解其它选项。<br />

[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
The default is [page:Textures THREE.LinearMipMapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
[page:Constant minFilter] -- 当一个纹素覆盖小于一个像素时,贴图将如何采样。
其默认值为[page:Textures THREE.LinearMipMapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />

[page:Constant format] -- The format used in the texture.
See [page:Textures format constants] for other choices.<br />
[page:Constant format] -- 在纹理贴图中使用的格式。
请参阅[page:Textures format constants](格式常量)来了解各个选项。<br />

[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.<br />
[page:Constant type] -- 默认值是[page:Textures THREE.UnsignedByteType].
请参阅[page:Textures type constants](类型常量)来了解其他选项。<br />

[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
[page:Number anisotropy] -- 沿着轴,通过具有最高纹素密度的像素的样本数。
默认情况下,这个值为1。设置一个较高的值将会产生比基本的mipmap更清晰的效果,代价是需要使用更多纹理样本。
使用[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() 来查询GPU中各向异性的最大有效值;这个值通常是2的幂。<br /><br />
</p>


<h2>Properties</h2>
<h2>属性</h2>

<p>
See the base [page:Texture Texture] class for common properties.
请参阅其基类[page:Texture Texture]来了解共有属性。
</p>

<h3>[property:boolean needsUpdate]</h3>

<p>
True by default. This is required so that the canvas data is loaded.
默认值为true,这是必须的,以便使得Canvas中的数据能够载入。
</p>

<h2>Methods</h2>
<h2>方法</h2>

<p>
See the base [page:Texture Texture] class for common methods.
请参阅[page:Texture Texture]来了解共有方法。
</p>


<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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64 changes: 32 additions & 32 deletions docs/api/zh/textures/CompressedTexture.html
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Expand Up @@ -10,78 +10,78 @@
<body>
[page:Texture] &rarr;

<h1>[name]</h1>
<h1>压缩的纹理([name]</h1>

<p class="desc">
Creates a texture based on data in compressed form, for example from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS] file.<br /><br />
基于被压缩的数据,创建一个纹理贴图,例如从一个[link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS]文件中。<br /><br />


For use with the [page:CompressedTextureLoader CompressedTextureLoader].
它和[page:CompressedTextureLoader CompressedTextureLoader]一起使用。
</p>


<h2>Constructor</h2>
<h2>构造函数</h2>


<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
<p>
[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br />
[page:Array mipmaps] -- mipmaps数组中需要包含具有数据、宽、高的对象。mipmaps应当具有正确的格式与类型。<br />

[page:Number width] -- The width of the biggest mipmap.<br />
[page:Number width] -- 最大的mipmap的宽。<br />

[page:Number height] -- The height of the biggest mipmap.<br />
[page:Number height] -- 最大的mipmap的高。<br />

[page:Constant format] -- The format used in the mipmaps.
See [page:Textures ST3C Compressed Texture Formats],
[page:Textures PVRTC Compressed Texture Formats] and
[page:Textures ETC Compressed Texture Format] for other choices.<br />
[page:Constant format] -- 在mipmaps中使用的格式。
请参阅[page:Textures ST3C Compressed Texture Formats]
[page:Textures PVRTC Compressed Texture Formats]
[page:Textures ETC Compressed Texture Format]页面来了解其它选项。<br />

[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
See [page:Textures type constants] for other choices.<br />
[page:Constant type] -- 默认值是[page:Textures THREE.UnsignedByteType]
请参阅[page:Textures type constants]页面来了解其它选项。<br />

[page:Constant mapping] -- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
See [page:Textures mapping constants] for other choices.<br />
[page:Constant mapping] -- 纹理贴图将被如何应用(映射)到物体上,它是[page:Textures THREE.UVMapping]中的对象类型。
请参阅[page:Textures mapping constants](映射模式常量)来了解其他选项。<br />

[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapS] -- 默认值是[page:Textures THREE.ClampToEdgeWrapping].
请参阅[page:Textures wrap mode constants](包裹模式常量)来了解其他选项。<br />

[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapT] -- 默认值是[page:Textures THREE.ClampToEdgeWrapping].
请参阅[page:Textures wrap mode constants](包裹模式常量)来了解其他选项。<br />

[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
[page:Constant magFilter] -- 当一个纹素覆盖大于一个像素时,贴图将如何采样。
其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures magnification filter constants](放大滤镜常量)来了解其它选项。<br />

[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
The default is [page:Textures THREE.LinearMipMapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
[page:Constant minFilter] -- 当一个纹素覆盖小于一个像素时,贴图将如何采样。
其默认值为[page:Textures THREE.LinearMipMapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />

[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
[page:Number anisotropy] -- 沿着轴,通过具有最高纹素密度的像素的样本数。
默认情况下,这个值为1。设置一个较高的值将会产生比基本的mipmap更清晰的效果,代价是需要使用更多纹理样本。
使用[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() 来查询GPU中各向异性的最大有效值;这个值通常是2的幂。<br /><br />
</p>


<h2>Properties</h2>
<h2>属性</h2>

See the base [page:Texture Texture] class for common properties.
请参阅其基类[page:Texture Texture]来了解共有属性。

<h3>[property:boolean flipY]</h3>

<p>
False by default. Flipping textures does not work for compressed textures.
默认值为false。翻转纹理在压缩的纹理贴图中无法工作。
</p>

<h3>[property:boolean generateMipmaps]</h3>

<p>
False by default. Mipmaps can't be generated for compressed textures
默认值为false。无法为压缩的纹理贴图生成Mipmap。
</p>


<h2>Methods</h2>
<h2>方法</h2>



<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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