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grp prop items (#23532)
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docs/api/en/core/InterleavedBuffer.html

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@@ -45,17 +45,9 @@ <h3>[property:Integer count]</h3>
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<h3>[property:Object updateRange]</h3>
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<p>
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Object containing offset and count.
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</p>
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<h3>[property:Number updateRange.offset]</h3>
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<p>
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Default is *0*.
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</p>
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<h3>[property:Number updateRange.count]</h3>
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<p>
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Default is *-1*.
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Object containing offset and count.<br />
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- [page:Number offset]: Default is *0*.<br />
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- [page:Number count]: Default is *-1*.<br />
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</p>
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<h3>[property:String uuid]</h3>

docs/api/en/renderers/WebGLRenderer.html

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@@ -96,9 +96,10 @@ <h3>[property:Boolean autoClearStencil]</h3>
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Default is *true*.
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</p>
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<h3>[property:Boolean debug.checkShaderErrors]</h3>
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<h3>[property:Object debug]</h3>
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<p>
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If [page:.checkShaderErrors checkShaderErrors] is true, defines whether material shader programs are checked
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- [page:Boolean checkShaderErrors]:
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If it is true, defines whether material shader programs are checked
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for errors during compilation and linkage process. It may be useful to disable this check in production for performance gain.
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It is strongly recommended to keep these checks enabled during development.
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If the shader does not compile and link - it will not work and associated material will not render.
@@ -154,8 +155,17 @@ <h3>[property:DOMElement domElement]</h3>
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<h3>[property:Object extensions]</h3>
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<p>
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A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
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various WebGL extensions are supported.
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- [page:Object get]( [param:String extensionName] ):
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Used to check whether various extensions are supported and returns an object with details of the extension if available.
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This method can check for the following extensions:<br />
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<ul>
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<li>*WEBGL_depth_texture*</li>
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<li>*EXT_texture_filter_anisotropic*</li>
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<li>*WEBGL_compressed_texture_s3tc*</li>
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<li>*WEBGL_compressed_texture_pvrtc*</li>
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<li>*WEBGL_compressed_texture_etc1*</li>
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</ul>
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</p>
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<h3>[property:number outputEncoding]</h3>
@@ -218,24 +228,27 @@ <h3>[property:WebGLRenderLists renderLists]</h3>
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<h3>[property:WebGLShadowMap shadowMap]</h3>
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<p>
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This contains the reference to the shadow map, if used.
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This contains the reference to the shadow map, if used.<br />
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- [page:Boolean enabled]:
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If set, use shadow maps in the scene. Default is *false*.<br />
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- [page:Boolean autoUpdate]:
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Enables automatic updates to the shadows in the scene. Default is *true*.<br />
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If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.<br />
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- [page:Boolean needsUpdate]:
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When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*.<br />
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If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.<br />
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- [page:Integer type]:
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Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader).
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Options are:
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<ul>
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<li>THREE.BasicShadowMap</li>
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<li>THREE.PCFShadowMap (default)</li>
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<li>THREE.PCFSoftShadowMap</li>
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<li>THREE.VSMShadowMap</li>
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</ul>
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See [page:Renderer Renderer constants] for details.<br />
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</p>
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<h3>[property:Boolean shadowMap.enabled]</h3>
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<p>If set, use shadow maps in the scene. Default is *false*.</p>
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<h3>[property:Boolean shadowMap.autoUpdate]</h3>
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<p>Enables automatic updates to the shadows in the scene. Default is *true*.</p>
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<p>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</p>
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<h3>[property:Boolean shadowMap.needsUpdate]</h3>
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<p>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </p>
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<p>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</p>
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<h3>[property:Integer shadowMap.type]</h3>
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<p>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</p>
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<p>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap and THREE.VSMShadowMap. See [page:Renderer Renderer constants] for details.</p>
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<h3>[property:Boolean sortObjects]</h3>
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<p>
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Defines whether the renderer should sort objects. Default is *true*.<br /><br />
@@ -299,18 +312,6 @@ <h3>[method:undefined copyTextureToTexture3D]( [param:Box3 sourceBox], [param:Ve
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<h3>[method:undefined dispose]( )</h3>
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<p>Dispose of the current rendering context.</p>
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<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
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<p>
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Used to check whether various extensions are supported and returns an object with details of the extension if available.
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This method can check for the following extensions:<br /><br />
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- *WEBGL_depth_texture*<br />
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- *EXT_texture_filter_anisotropic*<br />
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- *WEBGL_compressed_texture_s3tc*<br />
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- *WEBGL_compressed_texture_pvrtc*<br />
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- *WEBGL_compressed_texture_etc1*
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</p>
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<h3>[method:undefined forceContextLoss]()</h3>
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<p>
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Simulate loss of the WebGL context. This requires support for the

docs/api/ko/core/InterleavedBuffer.html

Lines changed: 3 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -45,17 +45,9 @@ <h3>[property:Integer count]</h3>
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<h3>[property:Object updateRange]</h3>
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<p>
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오프셋과 카운트를 가지고 있는 객체입니다.
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</p>
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<h3>[property:Number updateRange.offset]</h3>
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<p>
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기본값은 *0* 입니다.
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</p>
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<h3>[property:Number updateRange.count]</h3>
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<p>
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기본값은 *-1* 입니다.
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오프셋과 카운트를 가지고 있는 객체입니다.<br />
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- [page:Number offset]: 기본값은 *0* 입니다.<br />
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- [page:Number count]: 기본값은 *-1* 입니다. <br />
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</p>
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<h3>[property:String uuid]</h3>

docs/api/zh/core/InterleavedBuffer.html

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Original file line numberDiff line numberDiff line change
@@ -45,17 +45,9 @@ <h3>[property:Integer count]</h3>
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<h3>[property:Object updateRange]</h3>
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<p>
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对象存储着需要更新的数据的偏移量和数量。
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</p>
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<h3>[property:Number updateRange.offset]</h3>
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<p>
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默认值为 *0*。
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</p>
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<h3>[property:Number updateRange.count]</h3>
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<p>
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默认值为 *-1*。
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对象存储着需要更新的数据的偏移量和数量。<br />
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- [page:Number offset]: 默认值为 *0*。<br />
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- [page:Number count]: 默认值为 *-1*。<br />
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</p>
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<h3>[property:String uuid]</h3>

docs/api/zh/renderers/WebGLRenderer.html

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Original file line numberDiff line numberDiff line change
@@ -82,9 +82,10 @@ <h3>[property:Boolean autoClearStencil]</h3>
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默认是*true*
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</p>
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<h3>[property:Boolean debug.checkShaderErrors]</h3>
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<h3>[property:Object debug]</h3>
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<p>
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如果[page:.checkShaderErrors checkShaderErrors]为true,定义是否检查材质着色器程序
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- [page:Boolean checkShaderErrors]:
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如果为true,定义是否检查材质着色器程序
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编译和链接过程中的错误。 禁用此检查生产以获得性能增益可能很有用。
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强烈建议在开发期间保持启用这些检查。
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如果着色器没有编译和链接 - 它将无法工作,并且相关材料将不会呈现。
@@ -132,7 +133,17 @@ <h3>[property:DOMElement domElement]</h3>
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<h3>[property:Object extensions]</h3>
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<p>
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[page:WebGLRenderer.extensions.get .extensions.get]方法的包装, 用于检查是否支持各种WebGL扩展
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- [page:Object get]( [param:String extensionName] ):
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用于检查是否支持各种扩展,并返回一个对象,其中包含扩展的详细信息。
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该方法检查以下扩展:<br />
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<ul>
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<li>*WEBGL_depth_texture*</li>
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<li>*EXT_texture_filter_anisotropic*</li>
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<li>*WEBGL_compressed_texture_s3tc*</li>
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<li>*WEBGL_compressed_texture_pvrtc*</li>
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<li>*WEBGL_compressed_texture_etc1*</li>
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</ul>
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</p>
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<h3>[property:number outputEncoding]</h3>
@@ -194,23 +205,24 @@ <h3>[property:WebGLRenderLists renderLists]</h3>
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<h3>[property:WebGLShadowMap shadowMap]</h3>
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<p>
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如果使用,它包含阴影贴图的引用。
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</p>
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<h3>[property:Boolean shadowMap.enabled]</h3>
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<p>如果设置开启,允许在场景中使用阴影贴图。默认是 *false*。</p>
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<h3>[property:Boolean shadowMap.autoUpdate]</h3>
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<p>启用场景中的阴影自动更新。默认是*true*</p>
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<p>如果不需要动态光照/阴影, 则可以在实例化渲染器时将之设为false</p>
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<h3>[property:Boolean shadowMap.needsUpdate]</h3>
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<p>当被设为*true*, 场景中的阴影贴图会在下次*render*调用时刷新。默认是*false* </p>
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<p>如果你已经禁用了阴影贴图的自动更新(*shadowMap.autoUpdate = false*), 那么想要在下一次渲染时更新阴影的话就需要将此值设为*true*</p>
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<h3>[property:Integer shadowMap.type]</h3>
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<p>定义阴影贴图类型 (未过滤, 关闭部分过滤, 关闭部分双线性过滤)</p>
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<p>可选值有THREE.BasicShadowMap, THREE.PCFShadowMap (默认), THREE.PCFSoftShadowMap 和 THREE.VSMShadowMap。详见[page:Renderer Renderer constants]</p>
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如果使用,它包含阴影贴图的引用。<br />
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- [page:Boolean enabled]:
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如果设置开启,允许在场景中使用阴影贴图。默认是 *false*。<br />
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- [page:Boolean autoUpdate]:
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启用场景中的阴影自动更新。默认是*true*<br />
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如果不需要动态光照/阴影, 则可以在实例化渲染器时将之设为false<br />
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- [page:Boolean needsUpdate]:
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当被设为*true*, 场景中的阴影贴图会在下次*render*调用时刷新。默认是*false* <br />
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如果你已经禁用了阴影贴图的自动更新(*shadowMap.autoUpdate = false*), 那么想要在下一次渲染时更新阴影的话就需要将此值设为*true*<br />
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- [page:Integer type]:
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定义阴影贴图类型 (未过滤, 关闭部分过滤, 关闭部分双线性过滤), 可选值有:
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<ul>
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<li>THREE.BasicShadowMap</li>
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<li>THREE.PCFShadowMap (默认)</li>
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<li>THREE.PCFSoftShadowMap</li>
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<li>THREE.VSMShadowMap</li>
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</ul>
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详见[page:Renderer Renderer constants]<br />
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<h3>[property:Boolean sortObjects]</h3>
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<p>
@@ -269,18 +281,6 @@ <h3>[method:undefined copyTextureToTexture]( [param:Vector2 position], [param:Te
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<h3>[method:undefined dispose]( )</h3>
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<p>处理当前的渲染环境</p>
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<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
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<p>
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用于检查是否支持各种扩展,并返回一个对象,其中包含扩展的详细信息。
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该方法检查以下扩展:<br /><br />
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- *WEBGL_depth_texture*<br />
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- *EXT_texture_filter_anisotropic*<br />
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- *WEBGL_compressed_texture_s3tc*<br />
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- *WEBGL_compressed_texture_pvrtc*<br />
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- *WEBGL_compressed_texture_etc1*
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</p>
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284284
<h3>[method:undefined forceContextLoss]()</h3>
285285
<p>
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模拟WebGL环境的丢失。需要支持

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