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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 lat temu
rodzic
commit
175871e125

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

@@ -116,7 +116,7 @@
 		<p>
 		<p>
 		The number of samples taken along the axis through the pixel that has the highest density of texels.
 		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,
 		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.
 		find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
 		</p>
 		</p>
 
 

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

@@ -110,7 +110,7 @@
 		<p>
 		<p>
 		沿着轴,通过具有最高纹素密度的像素的样本数。
 		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。
 		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>
 		</p>
 
 
 		<h3>[property:number format]</h3>
 		<h3>[property:number format]</h3>