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Docs: Clean up. #18290

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4 changes: 3 additions & 1 deletion docs/api/en/helpers/PointLightHelper.html
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,9 @@ <h1>[name]</h1>

<h2>Example</h2>

[example:webgl_helpers WebGL / helpers]
<p>
[example:webgl_helpers WebGL / helpers]
</p>

<code>
var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
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1 change: 0 additions & 1 deletion docs/api/en/lights/PointLight.html
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,6 @@ <h2>Example</h2>
<p>
[example:webgl_lights_pointlights lights / pointlights ]<br />
[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
[example:webgldeferred_animation animation ]<br />
[example:webgl_effects_anaglyph effects / anaglyph ]<br />
[example:webgl_geometry_text geometry / text ]<br />
[example:webgl_lensflares lensflares ]
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23 changes: 2 additions & 21 deletions docs/api/en/lights/SpotLight.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,30 +19,11 @@ <h1>[name]</h1>
This light can cast shadows - see the [page:SpotLightShadow] page for details.
</p>




<h2>Example</h2>

<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
<p>
[example:webgl_lights_spotlight View in Examples ]
</p>

<h2>Other Examples</h2>

<p>
[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
[example:webgl_loader_md2 loader / md2 ]<br />
[example:webgl_shading_physical shading / physical ]<br />
[example:webgl_materials_bumpmap materials / bumpmap]<br/>
[example:webgl_shading_physical shading / physical]<br/>
[example:webgl_shadowmap shadowmap]<br/>
[example:webgl_shadowmap_performance shadowmap / performance]<br/>
[example:webgl_shadowmap_viewer shadowmap / viewer]
[example:webgl_lights_spotlight lights / spotlight ]<br />
[example:webgl_lights_spotlights lights / spotlights ]
</p>

<h2>Code Example</h2>
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4 changes: 3 additions & 1 deletion docs/api/en/loaders/BufferGeometryLoader.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,9 @@ <h1>[name]</h1>

<h2>Example</h2>

[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
<p>
[example:webgl_performance WebGL / performance]
</p>

<code>
// instantiate a loader
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6 changes: 4 additions & 2 deletions docs/api/en/loaders/TextureLoader.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,15 +19,17 @@ <h1>[name]</h1>

<h2>Example</h2>

<p>
[example:webgl_geometry_cube geometry / cube]
</p>

<code>
var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );

// immediately use the texture for material creation
var material = new THREE.MeshBasicMaterial( { map: texture } );
</code>

[example:webgl_geometry_cube geometry / cube]

<h2>Example with Callbacks</h2>

<code>
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4 changes: 3 additions & 1 deletion docs/api/en/materials/MeshDistanceMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,9 @@ <h1>[name]</h1>

<h2>Example</h2>

[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
<p>
[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
</p>

<script>

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8 changes: 5 additions & 3 deletions docs/api/en/materials/MeshPhysicalMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -37,8 +37,10 @@ <h1>[name]</h1>
</script>

<h2>Examples</h2>
[example:webgl_materials_variations_physical materials / variations / physical]<br />
[example:webgl_materials_reflectivity materials / reflectivity]
<p>
[example:webgl_materials_variations_physical materials / variations / physical]<br />
[example:webgl_materials_reflectivity materials / reflectivity]
</p>

<h2>Constructor</h2>

Expand Down Expand Up @@ -70,7 +72,7 @@ <h3>[property:Object defines]</h3>

'STANDARD': ''
'PHYSICAL': '',

};
</code>

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5 changes: 4 additions & 1 deletion docs/api/en/materials/ShadowMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,10 @@ <h1>[name]</h1>
</p>

<h3>Example</h3>
[example:webgl_geometry_spline_editor geometry / spline / editor]

<p>
[example:webgl_geometry_spline_editor geometry / spline / editor]
</p>

<code>
var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
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4 changes: 2 additions & 2 deletions docs/api/en/materials/SpriteMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -15,12 +15,12 @@ <h1>[name]</h1>
<p class="desc">A material for a use with a [page:Sprite].</p>

<h2>Examples</h2>
<div>
<p>
[example:webgl_sprites WebGL / sprites]<br />
[example:software_sandbox software / sandbox]<br />
[example:svg_sandbox svg / sandbox]<br />
[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
</div>
</p>

<code>
var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );
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8 changes: 6 additions & 2 deletions docs/api/en/objects/InstancedMesh.html
Original file line number Diff line number Diff line change
Expand Up @@ -18,10 +18,14 @@ <h1>[name]</h1>
to reduce the number of draw calls and thus improve the overall rendering performance in your application.
</p>

<h3>Example</h3>
<h3>Examples</h3>

<p>
[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
[example:webgl_instancing_modified WebGL / instancing / modified]<br />
[example:webgl_instancing_performance WebGL / instancing / performance]<br />
[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
[example:webgl_instancing_raycast WebGL / instancing / raycast]
</p>

<h2>Constructor</h2>
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4 changes: 3 additions & 1 deletion docs/api/en/textures/DepthTexture.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,9 @@ <h1>[name]</h1>

<h2>Example</h2>

[example:webgl_depth_texture depth / texture]
<p>
[example:webgl_depth_texture depth / texture]
</p>

<h2>Constructor</h2>
<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>
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4 changes: 3 additions & 1 deletion docs/api/zh/helpers/PointLightHelper.html
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,9 @@ <h1>[name]</h1>

<h2>例子</h2>

[example:webgl_helpers WebGL / helpers]
<p>
[example:webgl_helpers WebGL / helpers]
</p>

<code>
var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
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9 changes: 4 additions & 5 deletions docs/api/zh/lights/PointLight.html
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,6 @@ <h2>示例</h2>
<p>
[example:webgl_lights_pointlights lights / pointlights ]<br />
[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
[example:webgldeferred_animation animation ]<br />
[example:webgl_effects_anaglyph effects / anaglyph ]<br />
[example:webgl_geometry_text geometry / text ]<br />
[example:webgl_lensflares lensflares ]
Expand All @@ -46,7 +45,7 @@ <h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distan
[page:Number distance] - 这个距离表示从光源到光照强度为0的位置。
当设置为0时,光永远不会消失(距离无穷大)。缺省值 0.<br />
[page:Float decay] - 沿着光照距离的衰退量。缺省值 1。

在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />

创建一个新的点光源(PointLight)。
Expand Down Expand Up @@ -75,7 +74,7 @@ <h3>[property:Float power]</h3>
光功率<br />
在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />

该值与 [page:.intensity intensity] 直接关联
<code>
power = intensity * 4&pi;
Expand All @@ -86,9 +85,9 @@ <h3>[property:Float power]</h3>
<h3>[property:LightShadow shadow]</h3>
<p>
[page:LightShadow]用与计算此光照的阴影。<br /><br />

此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
,近裁剪面 [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far]
,近裁剪面 [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far]
为500的透视摄像机 [page:PerspectiveCamera]。
</p>

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25 changes: 3 additions & 22 deletions docs/api/zh/lights/SpotLight.html
Original file line number Diff line number Diff line change
Expand Up @@ -18,30 +18,11 @@ <h1>聚光灯([name])</h1>
该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
</p>




<h2>示例</h2>

<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
<p>
[example:webgl_lights_spotlight View in Examples ]
</p>

<h2>其他例子</h2>

<p>
[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
[example:webgl_loader_md2 loader / md2 ]<br />
[example:webgl_shading_physical shading / physical ]<br />
[example:webgl_materials_bumpmap materials / bumpmap]<br/>
[example:webgl_shading_physical shading / physical]<br/>
[example:webgl_shadowmap shadowmap]<br/>
[example:webgl_shadowmap_performance shadowmap / performance]<br/>
[example:webgl_shadowmap_viewer shadowmap / viewer]
[example:webgl_lights_spotlight lights / spotlight ]<br />
[example:webgl_lights_spotlights lights / spotlights ]
</p>

<h2>代码示例</h2>
Expand Down Expand Up @@ -124,7 +105,7 @@ <h3>[property:Float power]</h3>
光功率<br />
在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />

该值与 [page:.intensity intensity] 直接关联
<code>
power = intensity * 4&pi;
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4 changes: 3 additions & 1 deletion docs/api/zh/loaders/BufferGeometryLoader.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,9 @@ <h1>[name]</h1>

<h2>例子</h2>

[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
<p>
[example:webgl_performance WebGL / performance]
</p>

<code>
// 初始化一个加载器
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6 changes: 4 additions & 2 deletions docs/api/zh/loaders/TextureLoader.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,15 +19,17 @@ <h1>[name]</h1>

<h2>例子</h2>

<p>
[example:webgl_geometry_cube geometry / cube]
</p>

<code>
var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );

// 立即使用纹理进行材质创建
var material = new THREE.MeshBasicMaterial( { map: texture } );
</code>

[example:webgl_geometry_cube geometry / cube]

<h2>Example with Callbacks</h2>

<code>
Expand Down
4 changes: 3 additions & 1 deletion docs/api/zh/materials/MeshDistanceMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,9 @@ <h1>[name]</h1>

<h2>示例</h2>

[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
<p>
[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
</p>

<script>

Expand Down
9 changes: 6 additions & 3 deletions docs/api/zh/materials/MeshPhysicalMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -35,8 +35,11 @@ <h1>物理网格材质([name])</h1>
</script>

<h2>例子(Examples)</h2>
[example:webgl_materials_variations_physical materials / variations / physical]<br />
[example:webgl_materials_reflectivity materials / reflectivity]

<p>
[example:webgl_materials_variations_physical materials / variations / physical]<br />
[example:webgl_materials_reflectivity materials / reflectivity]
</p>

<h2>构造函数(Constructor)</h2>

Expand Down Expand Up @@ -65,7 +68,7 @@ <h3>[property:Object defines]</h3>

'STANDARD': ''
'PHYSICAL': '',

};
</code>
[page:WebGLRenderer]使用它来选择shaders。
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5 changes: 4 additions & 1 deletion docs/api/zh/materials/ShadowMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,10 @@ <h1>阴影材质([name])</h1>
</p>

<h3>例子(Example)</h3>
[example:webgl_geometry_spline_editor geometry / spline / editor]

<p>
[example:webgl_geometry_spline_editor geometry / spline / editor]
</p>

<code>
var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
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4 changes: 2 additions & 2 deletions docs/api/zh/materials/SpriteMaterial.html
Original file line number Diff line number Diff line change
Expand Up @@ -15,12 +15,12 @@ <h1>点精灵材质([name])</h1>
<p class="desc">一种使用[page:Sprite]的材质。</p>

<h2>例子(Examples)</h2>
<div>
<p>
[example:webgl_sprites WebGL / sprites]<br />
[example:software_sandbox software / sandbox]<br />
[example:svg_sandbox svg / sandbox]<br />
[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
</div>
</p>

<code>
var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );
Expand Down
8 changes: 6 additions & 2 deletions docs/api/zh/objects/InstancedMesh.html
Original file line number Diff line number Diff line change
Expand Up @@ -18,10 +18,14 @@ <h1>[name]</h1>
to reduce the number of draw calls and thus improve the overall rendering performance in your application.
</p>

<h3>Example</h3>
<h3>Examples</h3>

<p>
[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
[example:webgl_instancing_modified WebGL / instancing / modified]<br />
[example:webgl_instancing_performance WebGL / instancing / performance]<br />
[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
[example:webgl_instancing_raycast WebGL / instancing / raycast]
</p>

<h2>Constructor</h2>
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5 changes: 3 additions & 2 deletions docs/api/zh/textures/DepthTexture.html
Original file line number Diff line number Diff line change
Expand Up @@ -17,8 +17,9 @@ <h1>深度纹理([name])</h1>
</p>

<h2>示例</h2>

[example:webgl_depth_texture depth / texture]
<p>
[example:webgl_depth_texture depth / texture]
</p>

<h2>构造函数</h2>
<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>
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2 changes: 1 addition & 1 deletion docs/examples/en/geometries/DecalGeometry.html
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ <h1>[name]</h1>

<h2>Example</h2>

<p>[example:webgl_decals decals ]</p>
<p>[example:webgl_decals WebGL / decals]</p>

<code>var geometry = new THREE.DecalGeometry( mesh, position, orientation, size );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
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