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Docs: sync the manual folder.

gogoend 6 years ago
parent
commit
0c4c001b73

+ 7 - 0
docs/manual/zh/introduction/How-to-dispose-of-objects.html

@@ -53,6 +53,13 @@
 		这些对象仅能通过执行[page:WebGLRenderTarget.dispose]()来解除分配。
 	</p>
 
+	<h2>Scenes</h2>
+
+	<p>
+		The renderer maintains for scenes special data structures for sorting and rendering. If for some reasons a scene object becomes obsolete in an application,
+		call [page:Scene.dispose]() in order to free these resources.
+	</p>
+
 	<h2>杂项</h2>
 
 	<p>

+ 0 - 2
docs/manual/zh/introduction/How-to-update-things.html

@@ -163,8 +163,6 @@ geometry.tangentsNeedUpdate = true;
 
 			<p>GL状态相关参数也可以随时改变(depthTest, blending, polygonOffset 等)。</p>
 
-			<p>平整/光滑阴影被作到法线。你需要重置法线 buffer(见上)。</p>
-
 			<p>在运行时无法轻松更改以下属性(一旦material被渲染了一次):</p>
 			<ul>
 				<li>uniforms的数量和类型</li>

+ 3 - 1
docs/manual/zh/introduction/How-to-use-WebGL2.html

@@ -97,7 +97,7 @@ var material = new THREE.ShaderMaterial( {
 		请参阅官方示例,来看一看WebGL 2各种特性的运行。<br /><br />
 
 		[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
-		[example:webgl2_materials_texture3d_volume WebGL2 / materials / texture3d / volume]<br />
+		[example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]<br />
 		[example:webgl2_multisampled_renderbuffers WebGL2 / multisampled renderbuffers]
 	</p>
 
@@ -108,7 +108,9 @@ var material = new THREE.ShaderMaterial( {
 		下列列表展现了在最新版本three.js中,已可用的特性的概览。
 		<ul>
 			<li>3D Textures</li>
+			<li>2D Texture Arrays</li>
 			<li>Multisampled Renderbuffers</li>
+			<li>Non-power of two (POT) textures work just the same as POT textures now. No resizing is required for best quality.</li>
 		</ul>
 
 	</p>

+ 13 - 4
docs/manual/zh/introduction/Import-via-modules.html

@@ -62,11 +62,20 @@
 		...
 		</code>
 
-		<h2>注意事项</h2>
-
+		<h2>Importable Examples</h2>
+		<p>
+			The core of three.js is focused on the most important components of a 3D engine. Many other components like loaders or controls are part of the
+			examples directory. three.js ensures that these files are kept in sync with the core but users have to import them separately if they are required
+			for a project. You can find in the [link:https://github.com/mrdoob/three.js/tree/master/examples/jsm examples/jsm] directory an ES6
+			module version for almost all example files. If you install three.js via npm, you can import them like so:
+		</p>
+		<code>
+		import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
+		</code>
 		<p>
-			目前,无法用这种方式导入"examples/js"目录中的文件。
-			这是因为一些文件依赖于THREE的全局命名空间污染。了解更多详情,请参阅<a href="https://github.com/mrdoob/three.js/issues/9562" target="_blank">Transform `examples/js` to support modules #9562</a>。
+			Note: When using code from the examples directory, it's important that all files match the version of
+			your three.js main file. For example, it's not acceptable to use *GLTFLoader* and *OrbitControls* from R96 together
+			with three.js R103.
 		</p>
 	</body>
 </html>

+ 5 - 3
docs/manual/zh/introduction/Loading-3D-models.html

@@ -45,14 +45,16 @@
 	</p>
 
 	<ul>
-		<li><a href="https://github.com/KhronosGroup/glTF-Blender-Exporter" target="_blank" rel="noopener">glTF-Blender-Exporter</a> by the Khronos Group</li>
+		<li><a href="https://github.com/KhronosGroup/glTF-Blender-IO" target="_blank" rel="noopener">glTF-Blender-IO</a> by the Khronos Group</li>
 		<li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
 		<li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
 		<li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
 		<li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
 		<li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
 		<li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
-		<li>……<a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">还有更多</a></li>
+		<li><a href="https://www.sidefx.com/products/houdini/" target="_blank" rel="noopener">Houdini</a> by SideFX</li>
+		<li><a href="https://labs.maxon.net/?p=3360" target="_blank" rel="noopener">Cinema 4D</a> by MAXON</li>
+		<li>&hellip;<a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">还有更多</a></li>
 	</ul>
 
 	<p>
@@ -86,7 +88,7 @@
 
 	<p>
 		一旦你引入了一个加载器,你就已经准备好为场景添加模型了。不同加载器之间可能具有不同的语法 ——
-		当使用其它格式的时候请参阅该格式加载器的示例以及文档。对于glTF,基本用法类似:
+		当使用其它格式的时候请参阅该格式加载器的示例以及文档。对于glTF,使用全局script的用法类似:
 	</p>
 
 	<code>

+ 2 - 4
docs/manual/zh/introduction/Useful-links.html

@@ -14,15 +14,13 @@
 			下面是一些你在学习three.js过程中或许对你有很大帮助的链接。<br />
 			如果你发现了一些你想要在这里添加的东西,或者下面的某些链接已经不再可用,请尽情点击右上角的编辑按钮来做一些修改。<br /><br />
 请注意,three.js目前正处于快速发展的阶段,这里的很多链接已经过时了;如果一些东西没有按照你所预想情况、或者以下链接中所说的情况来工作,请查看
-浏览器的Console中的错误或者警告,以及相应的文档,特别是[page:DeprecatedList](弃用清单)。<br /><br />
+浏览器的Console中的错误或者警告,以及相应的文档,特别是[page:DeprecatedList](弃用清单)。
 
-此外除了这个页面,mrdoob还在Google+上维护了一些和three.js相关的链接。
-<a href="https://plus.google.com/+ThreejsOrg">点击这里</a>来查看它们。
 		</p>
 
 		<h2>帮助论坛</h2>
 		<p>
-			Three.js官方使用[link:http://stackoverflow.com/tags/three.js/info Stack Overflow]来处理帮助请求。
+			Three.js官方使用[link:https://discourse.threejs.org/ forum](官方论坛) 和 [link:http://stackoverflow.com/tags/three.js/info Stack Overflow]来处理帮助请求。
 			如果你需要一些帮助,这才是你所要去的地方。请<strong>一定不要</strong>在GitHub上提issue来寻求帮助。
 
 		</p>