Browse Source

Translate ObritControls,Lensflare and EffectComposer to Zh.

gogoend 6 years ago
parent
commit
3491584ecf

+ 59 - 60
docs/examples/zh/controls/OrbitControls.html

@@ -8,18 +8,18 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>轨道控制器([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		Orbit controls allow the camera to orbit around a target.<br>
+		Orbit controls(轨道控制器)可以使得相机围绕目标进行轨道运动。<br>
 
 
-		To use this, as with all files in the /examples directory, you will have to
-		include the file seperately in your HTML.
+		要使用这一功能,就像在/examples(示例)目录中的所有文件一样,
+		您必须在HTML中包含这个文件。
 
 
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<p>[example:misc_controls_orbit misc / controls / orbit ]</p>
 		<p>[example:misc_controls_orbit misc / controls / orbit ]</p>
 
 
@@ -54,10 +54,10 @@ function animate() {
 
 
 		<h3>[name]( [param:Camera object], [param:HTMLDOMElement domElement] )</h3>
 		<h3>[name]( [param:Camera object], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 		<p>
-			[page:Camera object]: (required) The camera to be controlled. The camera must not be a child of another object, unless that object is the scene itself.<br><br>
+			[page:Camera object]: (必须)将要被控制的相机。该相机不允许是其他任何对象的子级,除非该对象是场景自身。<br><br>
 
 
-			[page:HTMLDOMElement domElement]: (optional) The HTML element used for event listeners. By default this is the whole document,
-			however if you only want the controls to work over a specific element (e.g. the canvas) you can specify that here.
+			[page:HTMLDOMElement domElement]: (可选)用于事件监听的HTML元素,其默认值为整个文档,
+			但是如果你只希望在特定的元素上(例如Canvas上)进行控制,在这里进行指定即可。
 		</p>
 		</p>
 
 
 
 
@@ -65,72 +65,71 @@ function animate() {
 
 
 		<h3>[property:Boolean autoRotate]</h3>
 		<h3>[property:Boolean autoRotate]</h3>
 		<p>
 		<p>
-			Set to true to automatically rotate around the target.<br> Note that if this is enabled, you must call [page:.update]
-			() in your animation loop.
+			将其设为true,以自动围绕目标旋转。<br>
+			请注意,如果它被启用,你必须在你的动画循环里调用[page:.update]()。
 		</p>
 		</p>
 
 
 		<h3>[property:Float autoRotateSpeed]</h3>
 		<h3>[property:Float autoRotateSpeed]</h3>
 		<p>
 		<p>
-			How fast to rotate around the target if [property:Boolean autoRotate] is true. Default is 2.0, which equates to 30 seconds
-			per rotation at 60fps.<br> Note that if [property:Boolean autoRotate] is enabled, you must call [page:.update]
-			() in your animation loop.
+			当[property:Boolean autoRotate]为true时,围绕目标旋转的速度将有多快,默认值为2.0,相当于在60fps时每旋转一次需要30秒。<br>
+			请注意,如果[property:Boolean autoRotate]被启用,你必须在你的动画循环里调用[page:.update]()。
 		</p>
 		</p>
 
 
 		<h3>
 		<h3>
 			[property:Float dampingFactor]</h3>
 			[property:Float dampingFactor]</h3>
 		<p>
 		<p>
-			The damping inertia used if [property:Boolean enableDamping] is set to true.<br> Note that for this to work, you must
-			call [page:.update] () in your animation loop.
+			当[property:Boolean enableDamping]设置为true的时候,阻尼惯性有多大。<br>
+			请注意,要使得这一值生效,你必须在你的动画循环里调用[page:.update]()。
 		</p>
 		</p>
 
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners. Default is the whole document.
+			用于监听鼠标事件或触摸事件的HTMLDOMElement(DOM元素)。该值必须在构造函数中进行传入;
+			在此更改它将不会设置新的事件监听器。默认值是整个文档。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enabled]</h3>
 		<h3>[property:Boolean enabled]</h3>
 		<p>
 		<p>
-			Whether or not the controls are enabled.
+			控制器是否被启用。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enableDamping]</h3>
 		<h3>[property:Boolean enableDamping]</h3>
 		<p>
 		<p>
-			Set to true to enable damping (inertia), which can be used to give a sense of weight to the controls. Default is false.<br>
-			Note that if this is enabled, you must call [page:.update] () in your animation loop.
+			将其设置为true以启用阻尼(惯性),这将给控制器带来重量感。默认值为false。<br>
+			请注意,如果该值被启用,你将必须在你的动画循环里调用[page:.update]()。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enableKeys]</h3>
 		<h3>[property:Boolean enableKeys]</h3>
 		<p>
 		<p>
-			Enable or disable the use of keyboard controls.
+			启用或禁用键盘控制。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enablePan]</h3>
 		<h3>[property:Boolean enablePan]</h3>
 		<p>
 		<p>
-			Enable or disable camera panning. Default is true.
+			启用或禁用摄像机平移,默认为true。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enableRotate]</h3>
 		<h3>[property:Boolean enableRotate]</h3>
 		<p>
 		<p>
-			Enable or disable horizontal and vertical rotation of the camera. Default is true.<br>
-			Note that it is possible to disable a single axis by setting the min and max of the
-			[page:.minPolarAngle polar angle] or [page:.minAzimuthAngle azimuth angle] to the same value,
-			which will cause the vertical or horizontal rotation to be fixed at that value.
+			启用或禁用摄像机水平或垂直旋转。默认值为true。<br>
+			请注意,可以通过将[page:.minPolarAngle polar angle]或者[page:.minAzimuthAngle azimuth angle]
+			的min和max设置为相同的值来禁用单个轴,
+			这将使得水平旋转或垂直旋转固定为所设置的值。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enableZoom]</h3>
 		<h3>[property:Boolean enableZoom]</h3>
 		<p>
 		<p>
-			Enable or disable zooming (dollying) of the camera.
+			启用或禁用摄像机的缩放。
 		</p>
 		</p>
 
 
 		<h3>[property:Float keyPanSpeed]</h3>
 		<h3>[property:Float keyPanSpeed]</h3>
 		<p>
 		<p>
-			How fast to pan the camera when the keyboard is used. Default is 7.0 pixels per keypress.
+			当使用键盘按键的时候,相机平移的速度有多快。默认值为每次按下按键时平移7像素。
 		</p>
 		</p>
 
 
 		<h3>[property:Object keys]</h3>
 		<h3>[property:Object keys]</h3>
 		<p>
 		<p>
-			This object contains references to the keycodes for controlling camera panning. Default is the 4 arrow keys.
+			这一对象包含了用于控制相机平移的按键代码的引用。默认值为4个箭头(方向)键。
 			<code>
 			<code>
 controls.keys = {
 controls.keys = {
 	LEFT: 37, //left arrow
 	LEFT: 37, //left arrow
@@ -138,56 +137,55 @@ controls.keys = {
 	RIGHT: 39, // right arrow
 	RIGHT: 39, // right arrow
 	BOTTOM: 40 // down arrow
 	BOTTOM: 40 // down arrow
 }
 }
-			 </code> See [link:https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode this page] for a full
-			list of keycodes.
+			 </code>请参阅[link:https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode this page]来查看所有按键的代码列表。
 		</p>
 		</p>
 
 
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<p>
 		<p>
-			How far you can orbit horizontally, upper limit. Range is - Math.PI to Math.PI ( or Infinity for no limit ) and default is
-			Infinity;
+			你能够水平旋转的角度的上限,范围是-Math.PI到Math.PI(或Infinity无限制),
+			其默认值为Infinity。
 		</p>
 		</p>
 
 
 		<h3>[property:Float maxDistance]</h3>
 		<h3>[property:Float maxDistance]</h3>
 		<p>
 		<p>
-			How far you can dolly out ( [page:PerspectiveCamera] only ). Default is Infinity.
+			你能够将相机向外移动多少(仅适用于[page:PerspectiveCamera]),其默认值为Infinity。
 		</p>
 		</p>
 
 
 		<h3>[property:Float maxPolarAngle]</h3>
 		<h3>[property:Float maxPolarAngle]</h3>
 		<p>
 		<p>
-			How far you can orbit vertically, upper limit. Range is 0 to Math.PI radians, and default is Math.PI.
+			你能够垂直旋转的角度的上限,范围是0到Math.PI,其默认值为Math.PI。
 		</p>
 		</p>
 
 
 		<h3>[property:Float maxZoom]</h3>
 		<h3>[property:Float maxZoom]</h3>
 		<p>
 		<p>
-			How far you can zoom out ( [page:OrthographicCamera] only ). Default is Infinity.
+			你能够将相机缩小多少( 仅适用于[page:OrthographicCamera] only ),其默认值为Infinity。
 		</p>
 		</p>
 
 
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<p>
 		<p>
-			How far you can orbit horizontally, lower limit. Range is - Math.PI to Math.PI ( or - Infinity for no limit ) and default
-			is - Infinity;
+			你能够水平旋转的角度的下限,范围是-Math.PI到Math.PI(或-Infinity无限制),
+			其默认值为-Infinity。
 		</p>
 		</p>
 
 
 		<h3>[property:Float minDistance]</h3>
 		<h3>[property:Float minDistance]</h3>
 		<p>
 		<p>
-			 How far you can dolly in ( [page:PerspectiveCamera] only ). Default is 0.
+			你能够将相机向内移动多少(仅适用于[page:PerspectiveCamera]),其默认值为0。
 		</p>
 		</p>
 
 
 		<h3>[property:Float minPolarAngle]</h3>
 		<h3>[property:Float minPolarAngle]</h3>
 		<p>
 		<p>
-			How far you can orbit vertically, lower limit. Range is 0 to Math.PI radians, and default is 0.
+			你能够垂直旋转的角度的下限,范围是0到Math.PI,其默认值为0。
 		</p>
 		</p>
 
 
 		<h3>[property:Float minZoom]</h3>
 		<h3>[property:Float minZoom]</h3>
 		<p>
 		<p>
-			How far you can zoom in ( [page:OrthographicCamera] only ). Default is 0.
+			你能够将相机放大多少( 仅适用于[page:OrthographicCamera] ),其默认值为0。
 		</p>
 		</p>
 
 
 		<h3>
 		<h3>
 			[property:Object mouseButtons]</h3>
 			[property:Object mouseButtons]</h3>
 		<p>
 		<p>
-			This object contains references to the mouse buttons used for the controls.
+			这一对象包含了对用于控制的鼠标按钮的引用。
 			<code>
 			<code>
 controls.mouseButtons = {
 controls.mouseButtons = {
 	LEFT: THREE.MOUSE.LEFT,
 	LEFT: THREE.MOUSE.LEFT,
@@ -199,48 +197,49 @@ controls.mouseButtons = {
 
 
 		<h3>[property:Camera object]</h3>
 		<h3>[property:Camera object]</h3>
 		<p>
 		<p>
-			The camera being controlled.
+			正被控制的摄像机。
 		</p>
 		</p>
 
 
 		<h3>[property:Float panSpeed]</h3>
 		<h3>[property:Float panSpeed]</h3>
 		<p>
 		<p>
-			Speed of panning. Default is 1.
+			位移的速度,其默认值为1。
 		</p>
 		</p>
 
 
 		<h3>[property:Vector3 position0]</h3>
 		<h3>[property:Vector3 position0]</h3>
 		<p>
 		<p>
-			Used internally by the [method:saveState] and [method:reset] methods.
+			由[method:saveState]和[method:reset]方法在内部使用。
 		</p>
 		</p>
 
 
 		<h3>[property:Float rotateSpeed]</h3>
 		<h3>[property:Float rotateSpeed]</h3>
 		<p>
 		<p>
-			Speed of rotation. Default is 1.
+			旋转的速度,其默认值为1.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<p>
 		<p>
-		Defines how the camera's position is translated when panning. If true, the camera pans in screen space.
-		Otherwise, the camera pans in the plane orthogonal to the camera's up direction. Default is false.
+			定义当平移的时候摄像机的位置将如何移动。如果为true,摄像机将在屏幕空间内平移。
+			否则,摄像机将在与摄像机向上方向垂直的平面中平移。其默认值为false。
 		</p>
 		</p>
 
 
 		<h3>[property:Vector3 target0]</h3>
 		<h3>[property:Vector3 target0]</h3>
 		<p>
 		<p>
-			Used internally by the [method:saveState] and [method:reset] methods.
+			由[method:saveState]和[method:reset]方法在内部使用。
 		</p>
 		</p>
 
 
 		<h3>[property:Vector3 target]</h3>
 		<h3>[property:Vector3 target]</h3>
 		<p>
 		<p>
-			The focus point of the controls, the [page:.object] orbits around this. It can be updated manually at any point to change
-			the focus of the controls.
+			控制器的焦点,[page:.object]的轨道围绕它运行。
+			它可以在任何时候被手动更新,以更改控制器的焦点。
 		</p>
 		</p>
 
 
 		<h3>[property:Float zoom0]</h3>
 		<h3>[property:Float zoom0]</h3>
 		<p>
 		<p>
-			Used internally by the [method:saveState] and [method:reset] methods.
+			由[method:saveState]和[method:reset]方法在内部使用。
 		</p>
 		</p>
 
 
 		<h3>[property:Float zoomSpeed]</h3>
 		<h3>[property:Float zoomSpeed]</h3>
 		<p>
 		<p>
+			摄像机缩放的速度,其默认值为1。
 			Speed of zooming / dollying. Default is 1.
 			Speed of zooming / dollying. Default is 1.
 		</p>
 		</p>
 
 
@@ -250,36 +249,36 @@ controls.mouseButtons = {
 
 
 		<h3>[method:null dispose] ()</h3>
 		<h3>[method:null dispose] ()</h3>
 		<p>
 		<p>
-			Remove all the event listeners.
+			移除所有的事件监听。
 		</p>
 		</p>
 
 
 		<h3>[method:radians getAzimuthalAngle] ()</h3>
 		<h3>[method:radians getAzimuthalAngle] ()</h3>
 		<p>
 		<p>
-			Get the current horizontal rotation, in radians.
+			获得当前的水平旋转,单位为弧度。
 		</p>
 		</p>
 
 
 		<h3>[method:radians getPolarAngle] ()</h3>
 		<h3>[method:radians getPolarAngle] ()</h3>
 		<p>
 		<p>
-			Get the current vertical rotation, in radians.
+			获得当前的垂直旋转,单位为弧度。
 		</p>
 		</p>
 
 
 		<h3>[method:null reset] ()</h3>
 		<h3>[method:null reset] ()</h3>
 		<p>
 		<p>
-			Reset the controls to their state from either the last time the [page:.saveState] was called, or the initial state.
+			将控制器重置为上次调用[page:.saveState]时的状态,或者初始状态。
 		</p>
 		</p>
 
 
 		<h3>[method:null saveState] ()</h3>
 		<h3>[method:null saveState] ()</h3>
 		<p>
 		<p>
-			Save the current state of the controls. This can later be recovered with [page:.reset].
+			保存当前控制器的状态。这一状态可在之后由[page:.reset]所恢复。
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean update] ()</h3>
 		<h3>[method:Boolean update] ()</h3>
 		<p>
 		<p>
-			Update the controls. Must be called after any manual changes to the camera's transform,
-			or in the update loop if [page:.autoRotate] or [page:.enableDamping] are set.
+			更新控制器。必须在摄像机的变换发生任何手动改变后调用,
+			或如果[page:.autoRotate]或[page:.enableDamping]被设置时,在update循环里调用。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/controls/OrbitControls.js examples/js/controls/OrbitControls.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/controls/OrbitControls.js examples/js/controls/OrbitControls.js]
 	</body>
 	</body>

+ 12 - 12
docs/examples/zh/objects/Lensflare.html

@@ -10,13 +10,13 @@
 	<body>
 	<body>
 		[page:Mesh] &rarr;
 		[page:Mesh] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>镜头光晕([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Creates a simulated lens flare that tracks a light.<br /><br />
+			创建一个模拟追踪着灯光的镜头光晕。<br /><br />
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_lensflares lensflares]
 			[example:webgl_lensflares lensflares]
@@ -46,24 +46,24 @@ light.add( lensflare );
 
 
 		<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
 		<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
 		<p>
 		<p>
-		[page:Texture texture] - THREE.Texture to use for the flare. <br />
-		[page:Float size] - (optional) size in pixels <br />
-		[page:Float distance] - (optional) (0-1) from light source (0 = at light source) <br />
-		[page:Color color] - (optional) the [page:Color] of the lens flare
+		[page:Texture texture] - 用于光晕的THREE.Texture(贴图)<br />
+		[page:Float size] - (可选)光晕尺寸(单位为像素)<br />
+		[page:Float distance] - (可选)和光源的距离值在0到1之间(值为0时在光源的位置)<br />
+		[page:Color color] - (可选)光晕的([page:Color])颜色
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Mesh] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Mesh]来了解共有属性。</p>
 
 
 		<h3>[property:Boolean isLensflare]</h3>
 		<h3>[property:Boolean isLensflare]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are lensflares. Default is *true*.<br /><br />
+			用于检查这个类或者派生类是否为lensflares,默认为*true*。<br /><br />
 
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js examples/js/objects/Lensflare.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js examples/js/objects/Lensflare.js]
 	</body>
 	</body>

+ 37 - 34
docs/examples/zh/postprocessing/EffectComposer.html

@@ -9,13 +9,14 @@
 	</head>
 	</head>
 	<body>
 	<body>
 
 
-		<h1>[name]</h1>
+		<h1>效果合成器([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			TODO
+			用于在three.js中实现后期处理效果。该类管理了产生最终视觉效果的后期处理过程链。
+			后期处理过程根据它们添加/插入的顺序来执行,最后一个过程会被自动渲染到屏幕上。
 		</p>
 		</p>
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_postprocessing postprocessing]<br />
 			[example:webgl_postprocessing postprocessing]<br />
@@ -43,110 +44,112 @@
 			[example:webgl_postprocessing_unreal_bloom_selective postprocessing unreal bloom selective]<br />
 			[example:webgl_postprocessing_unreal_bloom_selective postprocessing unreal bloom selective]<br />
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:WebGLRenderer renderer], [param:WebGLRenderTarget renderTarget] )</h3>
 		<h3>[name]( [param:WebGLRenderer renderer], [param:WebGLRenderTarget renderTarget] )</h3>
 		<p>
 		<p>
-		[page:WebGLRenderer renderer] -- The renderer used to render the scene. <br />
-		[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name].
+		[page:WebGLRenderer renderer] —— 用于渲染场景的渲染器。<br />
+		[page:WebGLRenderTarget renderTarget] —— (可选)一个预先配置的渲染目标,内部由 [name] 使用。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Boolean passes]</h3>
 		<h3>[property:Boolean passes]</h3>
 		<p>
 		<p>
-			An array representing the (ordered) chain of post-processing passes.
+			一个用于表示后期处理过程链(包含顺序)的数组。
 		</p>
 		</p>
 
 
 		<h3>[property:WebGLRendererTarget readBuffer]</h3>
 		<h3>[property:WebGLRendererTarget readBuffer]</h3>
 		<p>
 		<p>
-			A reference to the internal read buffer. Passes usually read the previous render result from this buffer.
+			内部读缓冲区的引用。过程一般从该缓冲区读取先前的渲染结果。
 		</p>
 		</p>
 
 
 		<h3>[property:WebGLRenderer renderer]</h3>
 		<h3>[property:WebGLRenderer renderer]</h3>
 		<p>
 		<p>
-			A reference to the internal renderer.
+			内部渲染器的引用。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean renderToScreen]</h3>
 		<h3>[property:Boolean renderToScreen]</h3>
 		<p>
 		<p>
-			Whether the final pass is rendered to the screen (default framebuffer) or not.
+			最终过程是否被渲染到屏幕(默认帧缓冲区)。
 		</p>
 		</p>
 
 
 		<h3>[property:WebGLRendererTarget writeBuffer]</h3>
 		<h3>[property:WebGLRendererTarget writeBuffer]</h3>
 		<p>
 		<p>
-			A reference to the internal write buffer. Passes usually write their result into this buffer.
+			内部写缓冲区的引用。过程常将它们的渲染结果写入该缓冲区。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:void addPass]( [param:Pass pass] )</h3>
 		<h3>[method:void addPass]( [param:Pass pass] )</h3>
 
 
 		<p>
 		<p>
-			pass -- The pass to add to the pass chain.<br /><br />
+			pass —— 将被添加到过程链的过程<br /><br />
 
 
-			Adds the given pass to the pass chain.
+			将传入的过程添加到过程链。
 		</p>
 		</p>
 
 
 		<h3>[method:void insertPass]( [param:Pass pass], [param:Integer index] )</h3>
 		<h3>[method:void insertPass]( [param:Pass pass], [param:Integer index] )</h3>
 
 
 		<p>
 		<p>
-			pass -- The pass to insert into the pass chain.<br />
-			index -- Defines the position in the pass chain where the pass should be inserted.<br /><br />
+			pass —— 将被插入到过程链的过程。<br />
+			index —— 定义过程链中过程应插入的位置。<br /><br />
 
 
-			Inserts the given pass into the pass chain at the given index.
+			将传入的过程插入到过程链中所给定的索引处。
 		</p>
 		</p>
 
 
 		<h3>[method:boolean isLastEnabledPass]( [param:Integer passIndex] )</h3>
 		<h3>[method:boolean isLastEnabledPass]( [param:Integer passIndex] )</h3>
 
 
 		<p>
 		<p>
-			passIndex -- The pass to check.<br /><br />
+			passIndex —— 被用于检查的过程<br /><br />
 
 
-			Returns true if the pass for the given index is the last enabled pass in the pass chain.
-			Used by [name] to determine when a pass should be rendered to screen.
+			如果给定索引的过程在过程链中是最后一个启用的过程,则返回true。
+			由[name]所使用,来决定哪一个过程应当被渲染到屏幕上。
 		</p>
 		</p>
 
 
 		<h3>[method:void render]( [param:Float deltaTime] )</h3>
 		<h3>[method:void render]( [param:Float deltaTime] )</h3>
 
 
 		<p>
 		<p>
-			deltaTime -- The delta time value.<br /><br />
+			deltaTime —— The delta time value.<br /><br />
 
 
-			Executes all enabled post-processing passes in order to produce the final frame.
+			执行所有启用的后期处理过程,来产生最终的帧,
 		</p>
 		</p>
 
 
 		<h3>[method:void reset]( [param:WebGLRenderTarget renderTarget] )</h3>
 		<h3>[method:void reset]( [param:WebGLRenderTarget renderTarget] )</h3>
 
 
 		<p>
 		<p>
-			[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name]..<br /><br />
+			[page:WebGLRenderTarget renderTarget] —— (可选)一个预先配置的渲染目标,内部由 [name] 使用。<br /><br />
 
 
-			Resets the internal state of the [name].
+			重置所有[name]的内部状态。
 		</p>
 		</p>
 
 
 		<h3>[method:void setPixelRatio]( [param:Float pixelRatio] )</h3>
 		<h3>[method:void setPixelRatio]( [param:Float pixelRatio] )</h3>
 
 
 		<p>
 		<p>
-			pixelRatio -- The device pixel ratio.<br /><br />
+			pixelRatio —— 设备像素比<br /><br />
+
+			设置设备的像素比。该值通常被用于HiDPI设备,以阻止模糊的输出。
+			因此,该方法语义类似于[page:WebGLRenderer.setPixelRatio]()。
 
 
-			Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output.
-				Thus, the semantic of the method is similar to [page:WebGLRenderer.setPixelRatio]().
 		</p>
 		</p>
 
 
 		<h3>[method:void setSize]( [param:Integer width], [param:Integer height] )</h3>
 		<h3>[method:void setSize]( [param:Integer width], [param:Integer height] )</h3>
 
 
 		<p>
 		<p>
-			width -- The width of the [name].<br />
-			height -- The height of the [name].<br /><br />
+			width —— [name]的宽度。<br />
+			height —— [name]的高度。<br /><br />
+
+			考虑设备像素比,重新设置内部渲染缓冲和过程的大小为(width, height)。
+			因此,该方法语义类似于[page:WebGLRenderer.setSize]()。
 
 
-				Resizes the internal render buffers and passes to (width, height) with device pixel ratio taken into account.
-				Thus, the semantic of the method is similar to [page:WebGLRenderer.setSize]().
 		</p>
 		</p>
 
 
 		<h3>[method:void swapBuffers]()</h3>
 		<h3>[method:void swapBuffers]()</h3>
 
 
-		<p>Swaps the internal read/write buffers.</p>
+		<p>交换内部的读/写缓冲。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js examples/js/postprocessing/EffectComposer.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js examples/js/postprocessing/EffectComposer.js]
 	</body>
 	</body>