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Merge pull request #13683 from Mugen87/dev1

Docs: Clean up texture pages
Mr.doob 7 years ago
parent
commit
1efbc978ca

+ 18 - 29
docs/api/constants/Textures.html

@@ -33,9 +33,9 @@
 		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
 		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
 
 
 		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
 		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
-		are for use with an equirectangular environment map.  Also called a lat-long map, an equirectangular 
-		texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the 
-		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles 
+		are for use with an equirectangular environment map.  Also called a lat-long map, an equirectangular
+		texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
+		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
 		of a mapped sphere.<br /><br />
 		of a mapped sphere.<br /><br />
 
 
 		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained
 		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained
@@ -159,37 +159,33 @@
 		For use with a texture's [page:Texture.format format]	property, these define
 		For use with a texture's [page:Texture.format format]	property, these define
 		how elements of a 2d texture, or *texels*, are read by shaders.<br /><br />
 		how elements of a 2d texture, or *texels*, are read by shaders.<br /><br />
 
 
-		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.
-		The [page:Texture.type type] must be [page:constant UnsignedByteType].<br /><br />
+		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
 
 
-		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.
-		The [page:Texture.type type] must be [page:constant UnsignedByteType] or [page:constant UnsignedShort565Type].<br /><br />
+		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
 
 
-		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.
-		The [page:Texture.type type] must be [page:constant UnsignedByteType], [page:constant UnsignedShort4444Type] or [page:constant THREE.UnsignedShort5551Type].<br /><br />
+		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
 
 
 		[page:constant LuminanceFormat] reads each element as a single luminance component.
 		[page:constant LuminanceFormat] reads each element as a single luminance component.
 		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
 		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
 		 into an RGBA element by placing the luminance value in the red, green and blue channels,
 		 into an RGBA element by placing the luminance value in the red, green and blue channels,
-		 and attaching 1.0 to the alpha channel. The [page:Texture.type type] must be [page:constant UnsignedByteType].<br /><br />
+		 and attaching 1.0 to the alpha channel.<br /><br />
 
 
 		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
 		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
 		The same process occurs as for the [page:constant LuminanceFormat], except that the
 		The same process occurs as for the [page:constant LuminanceFormat], except that the
-		alpha channel may have values other than *1.0*. The [page:Texture.type type] must be [page:constant UnsignedByteType].<br /><br />
+		alpha channel may have values other than *1.0*.<br /><br />
 
 
 		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
 		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
 
 
 		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
 		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
-		The [page:Texture.type type] must be [page:constant UnsignedIntType] or [page:constant UnsignedShortType].
 		This is the default for [page:DepthTexture DepthTexture].<br /><br />
 		This is the default for [page:DepthTexture DepthTexture].<br /><br />
 
 
 		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
 		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
 		The depth component of the pair is interpreted as in [page:constant DepthFormat].
 		The depth component of the pair is interpreted as in [page:constant DepthFormat].
 		The stencil component is interpreted based on the depth + stencil internal format.
 		The stencil component is interpreted based on the depth + stencil internal format.
-		The [page:Texture.type type] must be [page:constant UnsignedInt248Type].<br /><br />
+		<br /><br />
 
 
 		Note that the texture must have the correct [page:Texture.type type] set, as described above.
 		Note that the texture must have the correct [page:Texture.type type] set, as described above.
-		See <a href="https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D">this page</a> for details.
+		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
 		</div>
 		</div>
 
 
 		<h2>DDS / ST3C Compressed Texture Formats</h2>
 		<h2>DDS / ST3C Compressed Texture Formats</h2>
@@ -202,12 +198,10 @@
 		<div>
 		<div>
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		these require support for the
 		these require support for the
-		<a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/">WEBGL_compressed_texture_s3tc</a>
-		extension. <br />
-		According to <a href="http://webglstats.com/">WebglStats</a>, as of February 2016
-		over 80% of WebGL enabled devices support this extension.<br /><br />
+		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
+		extension. <br /><br />
 
 
-		There are four <a href="https://en.wikipedia.org/wiki/S3_Texture_Compression">S3TC</a> formats available via this extension. These are:<br />
+		There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
 		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
 		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
 		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
 		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
 		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
 		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
@@ -223,14 +217,11 @@
 		</code>
 		</code>
 		<div>
 		<div>
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the <a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/">WEBGL_compressed_texture_pvrtc</a>
+		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
 		extension. <br />
 		extension. <br />
-		According to <a href="http://webglstats.com/">WebglStats</a>, as of February 2016
-		less than 8% of WebGL enabled devices support this extenstion.
-		PVRTC is typically only available on mobile devices with PowerVR chipsets,
-		which are mainly Apple devices.<br /><br />
+		PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.<br /><br />
 
 
-		There are four <a href="https://en.wikipedia.org/wiki/PVRTC">PVRTC</a> formats available via this extension. These are:<br />
+		There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:<br />
 		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
 		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
 		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
 		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
 		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
 		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
@@ -243,10 +234,8 @@
 		</code>
 		</code>
 		<div>
 		<div>
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the <a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/">WEBGL_compressed_texture_etc1</a>
-		extension. <br />
-		According to <a href="http://webglstats.com/">WebglStats</a>, as of February 2016
-		just over 13% of WebGL enabled devices support this extenstion.<br /><br />
+		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
+		extension. <br /><br />
 		</div>
 		</div>
 
 
 		<h2>Encoding</h2>
 		<h2>Encoding</h2>

+ 1 - 1
docs/api/textures/CompressedTexture.html

@@ -13,7 +13,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<div class="desc">
 		<div class="desc">
-		Creates a texture based on data in compressed form, for example from a <a href="https://en.wikipedia.org/wiki/DirectDraw_Surface">DDS</a> file.<br /><br />
+		Creates a texture based on data in compressed form, for example from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS] file.<br /><br />
 
 
 
 
 		For use with the [page:CompressedTextureLoader CompressedTextureLoader].
 		For use with the [page:CompressedTextureLoader CompressedTextureLoader].

+ 1 - 3
docs/api/textures/DepthTexture.html

@@ -14,9 +14,7 @@
 
 
 		<div class="desc">
 		<div class="desc">
 		Creates a texture for use as a Depth Texture. Require support for the
 		Creates a texture for use as a Depth Texture. Require support for the
-    <a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/">WEBGL_depth_texture</a>
-    extension. According to <a href="https://webglstats.com/">WebGLStats</a>, as of February 2016 around 85%
-    of WebGL enabled devices support this.
+    [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ WEBGL_depth_texture] extension.
     <br /><br />
     <br /><br />
 
 
 			</div>
 			</div>

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

@@ -194,7 +194,7 @@
 		4 by default. Specifies the alignment requirements for the start of each pixel row in memory.
 		4 by default. Specifies the alignment requirements for the start of each pixel row in memory.
 		The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
 		The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
 		4 (word-alignment), and 8 (rows start on double-word boundaries).
 		4 (word-alignment), and 8 (rows start on double-word boundaries).
-		See <a href="http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml">glPixelStorei</a>
+		See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]
 		for more information.
 		for more information.
 		</div>
 		</div>