提交 27c24e86 编写于 作者: G gogoend

zh docs: Sync the zh docs to the latest en doc.

上级 93a721bb
......@@ -39,13 +39,15 @@
THREE.BasicShadowMap
THREE.PCFShadowMap
THREE.PCFSoftShadowMap
THREE.VSMShadowMap
</code>
<p>
这些常量定义了WebGLRenderer中[page:WebGLRenderer.shadowMap.type shadowMap.type]的属性。<br /><br />
[page:constant BasicShadowMap] 能够给出没有经过过滤的阴影映射 —— 速度最快,但质量最差。<br />
[page:constant PCFShadowMap] 为默认值,使用Percentage-Closer Filtering (PCF)算法来过滤阴影映射。<br />
[page:constant PCFSoftShadowMap] 使用Percentage-Closer Soft Shadows (PCSS) 算法来过滤阴影映射。
[page:constant PCFSoftShadowMap] 使用Percentage-Closer Soft Shadows (PCSS) 算法来过滤阴影映射。<br />
[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm.
</p>
<h2>色调映射</h2>
......
......@@ -75,6 +75,16 @@
根据参数切换对象所属图层。
</p>
<h3>[method:null enableAll]()</h3>
<p>
Add membership to all layers.
</p>
<h3>[method:null disableAll]()</h3>
<p>
Remove membership from all layers.
</p>
<h2>源代码</h2>
<p>
......
......@@ -43,6 +43,12 @@
使用内置摄像头生成的深度图;超出像素深度的位置在阴影中。在渲染期间内部计算。
</p>
<h3>[property:WebGLRenderTarget mapPass]</h3>
<p>
The distribution map generated using the internal camera; an occlusion is calculated based
on the distribution of depths. Computed internally during rendering.
</p>
<h3>[property:Vector2 mapSize]</h3>
<p>
一个[Page:Vector2]定义阴影贴图的宽度和高度。<br /><br />
......
......@@ -227,7 +227,7 @@
<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)和 THREE.PCFSoftShadowMap。 详见[page:Renderer Renderer constants]</p>
<p>可选值有THREE.BasicShadowMap, THREE.PCFShadowMap (默认), THREE.PCFSoftShadowMap 和 THREE.VSMShadowMap。详见[page:Renderer Renderer constants]</p>
<h3>[property:Boolean sortObjects]</h3>
<p>
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册