未验证 提交 59de3c0a 编写于 作者: Y ycw 提交者: GitHub

grp prop items (#23532)

上级 97557b6a
......@@ -45,17 +45,9 @@
<h3>[property:Object updateRange]</h3>
<p>
Object containing offset and count.
</p>
<h3>[property:Number updateRange.offset]</h3>
<p>
Default is *0*.
</p>
<h3>[property:Number updateRange.count]</h3>
<p>
Default is *-1*.
Object containing offset and count.<br />
- [page:Number offset]: Default is *0*.<br />
- [page:Number count]: Default is *-1*.<br />
</p>
<h3>[property:String uuid]</h3>
......
......@@ -96,9 +96,10 @@
Default is *true*.
</p>
<h3>[property:Boolean debug.checkShaderErrors]</h3>
<h3>[property:Object debug]</h3>
<p>
If [page:.checkShaderErrors checkShaderErrors] is true, defines whether material shader programs are checked
- [page:Boolean checkShaderErrors]:
If it is true, defines whether material shader programs are checked
for errors during compilation and linkage process. It may be useful to disable this check in production for performance gain.
It is strongly recommended to keep these checks enabled during development.
If the shader does not compile and link - it will not work and associated material will not render.
......@@ -154,8 +155,17 @@
<h3>[property:Object extensions]</h3>
<p>
A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
various WebGL extensions are supported.
- [page:Object get]( [param:String extensionName] ):
Used to check whether various extensions are supported and returns an object with details of the extension if available.
This method can check for the following extensions:<br />
<ul>
<li>*WEBGL_depth_texture*</li>
<li>*EXT_texture_filter_anisotropic*</li>
<li>*WEBGL_compressed_texture_s3tc*</li>
<li>*WEBGL_compressed_texture_pvrtc*</li>
<li>*WEBGL_compressed_texture_etc1*</li>
</ul>
</p>
<h3>[property:number outputEncoding]</h3>
......@@ -218,24 +228,27 @@
<h3>[property:WebGLShadowMap shadowMap]</h3>
<p>
This contains the reference to the shadow map, if used.
This contains the reference to the shadow map, if used.<br />
- [page:Boolean enabled]:
If set, use shadow maps in the scene. Default is *false*.<br />
- [page:Boolean autoUpdate]:
Enables automatic updates to the shadows in the scene. Default is *true*.<br />
If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.<br />
- [page:Boolean needsUpdate]:
When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*.<br />
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 />
- [page:Integer type]:
Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader).
Options are:
<ul>
<li>THREE.BasicShadowMap</li>
<li>THREE.PCFShadowMap (default)</li>
<li>THREE.PCFSoftShadowMap</li>
<li>THREE.VSMShadowMap</li>
</ul>
See [page:Renderer Renderer constants] for details.<br />
</p>
<h3>[property:Boolean shadowMap.enabled]</h3>
<p>If set, use shadow maps in the scene. Default is *false*.</p>
<h3>[property:Boolean shadowMap.autoUpdate]</h3>
<p>Enables automatic updates to the shadows in the scene. Default is *true*.</p>
<p>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</p>
<h3>[property:Boolean shadowMap.needsUpdate]</h3>
<p>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </p>
<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>
<h3>[property:Integer shadowMap.type]</h3>
<p>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</p>
<p>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap and THREE.VSMShadowMap. See [page:Renderer Renderer constants] for details.</p>
<h3>[property:Boolean sortObjects]</h3>
<p>
Defines whether the renderer should sort objects. Default is *true*.<br /><br />
......@@ -299,18 +312,6 @@
<h3>[method:undefined dispose]( )</h3>
<p>Dispose of the current rendering context.</p>
<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
<p>
Used to check whether various extensions are supported and returns an object with details of the extension if available.
This method can check for the following extensions:<br /><br />
- *WEBGL_depth_texture*<br />
- *EXT_texture_filter_anisotropic*<br />
- *WEBGL_compressed_texture_s3tc*<br />
- *WEBGL_compressed_texture_pvrtc*<br />
- *WEBGL_compressed_texture_etc1*
</p>
<h3>[method:undefined forceContextLoss]()</h3>
<p>
Simulate loss of the WebGL context. This requires support for the
......
......@@ -45,17 +45,9 @@
<h3>[property:Object updateRange]</h3>
<p>
오프셋과 카운트를 가지고 있는 객체입니다.
</p>
<h3>[property:Number updateRange.offset]</h3>
<p>
기본값은 *0* 입니다.
</p>
<h3>[property:Number updateRange.count]</h3>
<p>
기본값은 *-1* 입니다.
오프셋과 카운트를 가지고 있는 객체입니다.<br />
- [page:Number offset]: 기본값은 *0* 입니다.<br />
- [page:Number count]: 기본값은 *-1* 입니다. <br />
</p>
<h3>[property:String uuid]</h3>
......
......@@ -45,17 +45,9 @@
<h3>[property:Object updateRange]</h3>
<p>
对象存储着需要更新的数据的偏移量和数量。
</p>
<h3>[property:Number updateRange.offset]</h3>
<p>
默认值为 *0*。
</p>
<h3>[property:Number updateRange.count]</h3>
<p>
默认值为 *-1*。
对象存储着需要更新的数据的偏移量和数量。<br />
- [page:Number offset]: 默认值为 *0*。<br />
- [page:Number count]: 默认值为 *-1*。<br />
</p>
<h3>[property:String uuid]</h3>
......
......@@ -82,9 +82,10 @@
默认是*true*
</p>
<h3>[property:Boolean debug.checkShaderErrors]</h3>
<h3>[property:Object debug]</h3>
<p>
如果[page:.checkShaderErrors checkShaderErrors]为true,定义是否检查材质着色器程序
- [page:Boolean checkShaderErrors]:
如果为true,定义是否检查材质着色器程序
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。
强烈建议在开发期间保持启用这些检查。
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:Object extensions]</h3>
<p>
[page:WebGLRenderer.extensions.get .extensions.get]方法的包装, 用于检查是否支持各种WebGL扩展
- [page:Object get]( [param:String extensionName] ):
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。
该方法检查以下扩展:<br />
<ul>
<li>*WEBGL_depth_texture*</li>
<li>*EXT_texture_filter_anisotropic*</li>
<li>*WEBGL_compressed_texture_s3tc*</li>
<li>*WEBGL_compressed_texture_pvrtc*</li>
<li>*WEBGL_compressed_texture_etc1*</li>
</ul>
</p>
<h3>[property:number outputEncoding]</h3>
......@@ -194,23 +205,24 @@
<h3>[property:WebGLShadowMap shadowMap]</h3>
<p>
如果使用,它包含阴影贴图的引用。
</p>
<h3>[property:Boolean shadowMap.enabled]</h3>
<p>如果设置开启,允许在场景中使用阴影贴图。默认是 *false*。</p>
<h3>[property:Boolean shadowMap.autoUpdate]</h3>
<p>启用场景中的阴影自动更新。默认是*true*</p>
<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>
<h3>[property:Boolean shadowMap.needsUpdate]</h3>
<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>
<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>
<h3>[property:Integer shadowMap.type]</h3>
<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>
<p>可选值有THREE.BasicShadowMap, THREE.PCFShadowMap (默认), THREE.PCFSoftShadowMap 和 THREE.VSMShadowMap。详见[page:Renderer Renderer constants]</p>
如果使用,它包含阴影贴图的引用。<br />
- [page:Boolean enabled]:
如果设置开启,允许在场景中使用阴影贴图。默认是 *false*。<br />
- [page:Boolean autoUpdate]:
启用场景中的阴影自动更新。默认是*true*<br />
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 />
- [page:Boolean needsUpdate]:
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 />
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 />
- [page:Integer type]:
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:
<ul>
<li>THREE.BasicShadowMap</li>
<li>THREE.PCFShadowMap (默认)</li>
<li>THREE.PCFSoftShadowMap</li>
<li>THREE.VSMShadowMap</li>
</ul>
详见[page:Renderer Renderer constants]<br />
<h3>[property:Boolean sortObjects]</h3>
<p>
......@@ -269,18 +281,6 @@
<h3>[method:undefined dispose]( )</h3>
<p>处理当前的渲染环境</p>
<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
<p>
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。
该方法检查以下扩展:<br /><br />
- *WEBGL_depth_texture*<br />
- *EXT_texture_filter_anisotropic*<br />
- *WEBGL_compressed_texture_s3tc*<br />
- *WEBGL_compressed_texture_pvrtc*<br />
- *WEBGL_compressed_texture_etc1*
</p>
<h3>[method:undefined forceContextLoss]()</h3>
<p>
模拟WebGL环境的丢失。需要支持
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