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Update getMaxAnisotropy reference in docs/texture (#24041)

* Update getMaxAnisotropy reference in docs/texture

Update the documentation in Texture
`renderer.getMaxAnisotropy()` is now `renderer.capabilities.getMaxAnisotropy()`

* Update Chinese Texture.html

Update `renderer.getMaxAnisotropy` to `renderer.capabilities.getMaxAnisotropy`
Robert 3 лет назад
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Сommit
175871e125
2 измененных файлов с 2 добавлено и 2 удалено
  1. 1 1
      docs/api/en/textures/Texture.html
  2. 1 1
      docs/api/zh/textures/Texture.html

+ 1 - 1
docs/api/en/textures/Texture.html

@@ -116,7 +116,7 @@
 		<p>
 		The number of samples taken along the axis through the pixel that has the highest density of texels.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap,
-		at the cost of more texture samples being used. Use [page:WebGLRenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to
+		at the cost of more texture samples being used. Use [page:WebGLRenderer.capabilities renderer.capabilities.getMaxAnisotropy]() to
 		find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
 		</p>
 

+ 1 - 1
docs/api/zh/textures/Texture.html

@@ -110,7 +110,7 @@
 		<p>
 		沿着轴,通过具有最高纹素密度的像素的样本数。
 		默认情况下,这个值为1。设置一个较高的值将会产生比基本的mipmap更清晰的效果,代价是需要使用更多纹理样本。
-		使用[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() 来查询GPU中各向异性的最大有效值;这个值通常是2的幂。
+		使用[page:WebGLRenderer.capabilities renderer.capabilities.getMaxAnisotropy]() 来查询GPU中各向异性的最大有效值;这个值通常是2的幂。
 		</p>
 
 		<h3>[property:number format]</h3>