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Docs: zh translation including Object3D,Material,Texture ... (#25628)

* Docs: Object3D to zh

* docs: material forceSinglePass

TwoPassDoubleSide was deleted, `forceSinglePass` should set to `true` to disable the two pass rendering to avoid performance issuses.

* Docs: material translation to zh

Material class doc translation to zh including forceSinglePass and vertexColors

* Docs: zh translation BufferAttribute and BufferGeometry

some doc translation of BufferAttribute class and BufferGeometry class

* Docs: BufferAttribute usage param

* Docs: BufferGeometry translation zh

1. computeTangents
2. hasAttribute

* Docs: BufferGeometry zh fix

* Docs: Texture translation zh
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+ 11 - 13
docs/api/zh/core/BufferAttribute.html

@@ -16,11 +16,10 @@
 			在 BufferAttribute 中,数据被存储为任意长度的矢量(通过[page:BufferAttribute.itemSize itemSize]进行定义),下列函数如无特别说明,
 			在 BufferAttribute 中,数据被存储为任意长度的矢量(通过[page:BufferAttribute.itemSize itemSize]进行定义),下列函数如无特别说明,
 			函数参数中的index会自动乘以矢量长度进行计算。
 			函数参数中的index会自动乘以矢量长度进行计算。
 
 
-			When working with vector-like data, the <i>.fromBufferAttribute( attribute, index )</i>
-			helper methods on [page:Vector2.fromBufferAttribute Vector2],
-			[page:Vector3.fromBufferAttribute Vector3],
-			[page:Vector4.fromBufferAttribute Vector4], and
-			[page:Color.fromBufferAttribute Color] classes may be helpful.
+			当想要处理类似向量的数据时,
+			可以使用在[page:Vector2.fromBufferAttribute Vector2],[page:Vector3.fromBufferAttribute Vector3],
+			[page:Vector4.fromBufferAttribute Vector4]以及[page:Color.fromBufferAttribute Color]这些类中的<i>.fromBufferAttribute( attribute, index )</i>
+			方法来更为便捷地处理。
 		</p>
 		</p>
 
 
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
@@ -59,7 +58,7 @@
 
 
 		<h3>[property:Boolean isBufferAttribute]</h3>
 		<h3>[property:Boolean isBufferAttribute]</h3>
 		<p>
 		<p>
-			Read-only flag to check if a given object is of type [name].
+			用于判断对象是否为[name]类型的只读标记.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
@@ -96,9 +95,8 @@
 
 
 		<h3>[property:Usage usage]</h3>
 		<h3>[property:Usage usage]</h3>
 		<p>
 		<p>
-			Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
-			Default is [page:BufferAttributeUsage StaticDrawUsage]. See usage [page:BufferAttributeUsage constants] for all possible values.
+			为输入的数据定义最优的预估使用方式。等同于在[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]()
+			中的*usage*参数。默认为[page:BufferAttributeUsage StaticDrawUsage]。在usage [page:BufferAttributeUsage constants]中查看可用值。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer version]</h3>
 		<h3>[property:Integer version]</h3>
@@ -108,16 +106,16 @@
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
-		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+		<p>将矩阵[page:Matrix3 m]应用此BufferAttribute中的每一个Vector3元素中。</p>
 
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
+		<p>将矩阵[page:Matrix4 m]应用到此BufferAttribute的每一个Vector3元素中</p>
 
 
 		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
 		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
-		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+		<p>将正规矩阵[page:Matrix3 m]应用到此BufferAttribute的每一个Vector3元素中</p>
 
 
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
+		<p>将矩阵[page:Matrix4 m]应用到此BufferAttribute的每一个Vector3元素中,并将所有元素解释为方向向量。</p>
 
 
 		<h3>[method:BufferAttribute clone]() </h3>
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>返回该 BufferAttribute 的拷贝。</p>
 		<p>返回该 BufferAttribute 的拷贝。</p>

+ 7 - 9
docs/api/zh/core/BufferGeometry.html

@@ -125,20 +125,19 @@
 
 
 		<h3>[property:Boolean isBufferGeometry]</h3>
 		<h3>[property:Boolean isBufferGeometry]</h3>
 		<p>
 		<p>
-			Read-only flag to check if a given object is of type [name].
+			用于判断对象是否为[name]的只读标记.
 		</p>
 		</p>
 
 
 		<h3>[property:Object morphAttributes]</h3>
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 		<p>
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 morph targets 的细节信息。<br />
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 morph targets 的细节信息。<br />
-			Note: Once the geometry has been rendered, the morph attribute data cannot be changed. You will have to call [page:.dispose](), and create a new instance of [name].
+			注意:当这个geometry渲染之后,morph attribute 数据无法更改。你需要调用[page:.dispose](),并重新创建一个新的[name]实例。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean morphTargetsRelative]</h3>
 		<h3>[property:Boolean morphTargetsRelative]</h3>
 		<p>
 		<p>
-			Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals.
-
-			Default is *false*.
+			用于控制morph target的行为,如果设置为 `true`,morph target数据作为相对的偏移量,而非绝对的位置/法向。
+			默认为*false*。
 		</p>
 		</p>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
@@ -202,9 +201,8 @@
 
 
 		<h3>[method:undefined computeTangents]()</h3>
 		<h3>[method:undefined computeTangents]()</h3>
 		<p>
 		<p>
-		Calculates and adds a tangent attribute to this geometry.<br />
-		The computation is only supported for indexed geometries and if position, normal, and uv attributes are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
-		[page:BufferGeometryUtils.computeMikkTSpaceTangents] instead.
+		计算并向此geometry中添加tangent attribute。<br />
+		只支持索引化的几何体对象,并且必须拥有position(位置),normal(法向)和 uv attributes。如果使用了切线空间法向贴图,最好使用[page:BufferGeometryUtils.computeMikkTSpaceTangents]中的MikkTSpace算法。
 		</p>
 		</p>
 
 
 		<h3>[method:undefined computeVertexNormals]()</h3>
 		<h3>[method:undefined computeVertexNormals]()</h3>
@@ -223,7 +221,7 @@
 		<p>返回缓存相关的 [page:.index]。</p>
 		<p>返回缓存相关的 [page:.index]。</p>
 
 
 		<h3>[method:Boolean hasAttribute]( [param:String name] )</h3>
 		<h3>[method:Boolean hasAttribute]( [param:String name] )</h3>
-		<p>Returns *true* if the attribute with the specified name exists.</p>
+		<p>检查是否存在有指定名称的attribute,如果有返回*true*。</p>
 
 
 		<h3>[method:this lookAt] ( [param:Vector3 vector] )</h3>
 		<h3>[method:this lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		<p>

+ 16 - 20
docs/api/zh/core/Object3D.html

@@ -30,7 +30,7 @@
 	<h2>属性</h2>
 	<h2>属性</h2>
 
 
 	<h3>[property:AnimationClip animations]</h3>
 	<h3>[property:AnimationClip animations]</h3>
-	<p>Array with object's animation clips.</p>
+	<p>三维物体所属的动画剪辑数组.</p>
 
 
 	<h3>[property:Boolean castShadow]</h3>
 	<h3>[property:Boolean castShadow]</h3>
 	<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
 	<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
@@ -39,17 +39,17 @@
 	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 
 
 	<h3>[property:Material customDepthMaterial]</h3>
 	<h3>[property:Material customDepthMaterial]</h3>
-	<p>Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
-	When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
+	<p>在渲染到深度图的时候所用的自定义深度材质。 只能在网格中使用。
+	当使用[page:DirectionalLight](平行光)或者[page:SpotLight](聚光灯光)生成影子的时候, 如果你调整过顶点着色器中的顶点位置,就需要定义一个自定义深度材质来生成正确的影子。默认为*undefined*.
 	</p>
 	</p>
 
 
 	<h3>[property:Material customDistanceMaterial]</h3>
 	<h3>[property:Material customDistanceMaterial]</h3>
-	<p>与[page:.customDepthMaterial customDepthMaterial]相同,但与[page:PointLight]一起使用。默认值为*undefined*。
+	<p>与[page:.customDepthMaterial customDepthMaterial]相同,但与[page:PointLight](点光源)一起使用。默认值为*undefined*。
 	</p>
 	</p>
 
 
 	<h3>[property:Boolean frustumCulled]</h3>
 	<h3>[property:Boolean frustumCulled]</h3>
 	<p>
 	<p>
-		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to `false` the object gets rendered every frame even if it is not in the frustum of the camera. Default is `true`.
+		当这个设置了的时候,每一帧渲染前都会检测这个物体是不是在相机的视椎体范围内。 如果设置为`false` 物体不管是不是在相机的视椎体范围内都会渲染。默认为`true`。
 	</p>
 	</p>
 
 
 	<h3>[property:Integer id]</h3>
 	<h3>[property:Integer id]</h3>
@@ -57,14 +57,13 @@
 
 
 		<h3>[property:Boolean isObject3D]</h3>
 		<h3>[property:Boolean isObject3D]</h3>
 		<p>
 		<p>
-			Read-only flag to check if a given object is of type [name].
+			查看所给对象是不是[name]类型的只读标记.
 		</p>
 		</p>
 
 
 	<h3>[property:Layers layers]</h3>
 	<h3>[property:Layers layers]</h3>
 	<p>
 	<p>
 		物体的层级关系。
 		物体的层级关系。
-		物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。This property can also be used to filter out
-		unwanted objects in ray-intersection tests when using [page:Raycaster].
+		物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。当使用[page:Raycaster]进行射线检测的时候此项属性可以用于过滤不参与检测的物体.
 	</p>
 	</p>
 
 
 	<h3>[property:Matrix4 matrix]</h3>
 	<h3>[property:Matrix4 matrix]</h3>
@@ -82,9 +81,8 @@
 
 
 	<h3>[property:Boolean matrixWorldAutoUpdate]</h3>
 	<h3>[property:Boolean matrixWorldAutoUpdate]</h3>
 	<p>
 	<p>
-	If set, then the renderer checks every frame if the object and its children need matrix updates.
-	When it isn't, then you have to maintain all matrices in the object and its children yourself.
-	Default is [page:Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE] (true).
+	默认为 true. 当设置的时候,渲染器在每一帧都会检查物体自身以及它的自带是否需要更新世界变换矩阵。
+	如果不需要的话它自身以及它的子代的所有世界变换矩阵都需要你来维护。
 	</p>
 	</p>
 
 
 	<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 	<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
@@ -114,9 +112,8 @@
 		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
 		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
 	</p>
 	</p>
 	<p>
 	<p>
-	Please notice that this callback is only executed for *renderable* 3D objects. Meaning 3D objects which define their visual
-	appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
-	Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
+	注意此回调函数只会在*可渲染*的3D物体上执行。可渲染的3D物体指的是那种拥有视觉表现的、定义了几何体与材质的物体,例如像是[page:Mesh]、[page:Line]、[page:Points] 或者[page:Sprite]。
+	[page:Object3D]、 [page:Group] 或者 [page:Bone] 这些是不可渲染的物体,因此此回调函数不会在这样的物体上执行。
 	</p>
 	</p>
 
 
 	<h3>[property:Function onBeforeRender]</h3>
 	<h3>[property:Function onBeforeRender]</h3>
@@ -125,9 +122,8 @@
 		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
 		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
 	</p>
 	</p>
 	<p>
 	<p>
-	Please notice that this callback is only executed for *renderable* 3D objects. Meaning 3D objects which define their visual
-	appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
-	Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
+	注意此回调函数只会在*可渲染*的3D物体上执行。可渲染的3D物体指的是那种拥有视觉表现的、定义了几何体与材质的物体,例如像是[page:Mesh]、[page:Line]、[page:Points] 或者[page:Sprite]。
+	[page:Object3D]、 [page:Group] 或者 [page:Bone] 这些是不可渲染的物体,因此此回调函数不会在这样的物体上执行。
 	</p>
 	</p>
 
 
 	<h3>[property:Object3D parent]</h3>
 	<h3>[property:Object3D parent]</h3>
@@ -452,10 +448,10 @@
 
 
 	<h3>[method:undefined updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
 	<h3>[method:undefined updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
 	<p>
 	<p>
-		updateParents - recursively updates global transform of ancestors.<br />
-		updateChildren - recursively updates global transform of descendants.<br /><br />
+		updateParents - 递归更新物体的所有祖先的全局变换.<br />
+		updateChildren - 递归更新物体的所有后代的全局变换.<br /><br />
 
 
-		Updates the global transform of the object.
+		更新物体的全局变换。
 	</p>
 	</p>
 
 
 	<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
 	<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>

+ 6 - 6
docs/api/zh/materials/Material.html

@@ -109,11 +109,11 @@
 
 
 <h3>[property:Boolean forceSinglePass]</h3>
 <h3>[property:Boolean forceSinglePass]</h3>
 <p>
 <p>
-Whether double-sided, transparent objects should be rendered with a single pass or not. Default is `false`.<br /><br />
+决定双面透明的东西是否强制使用单通道渲染,默认为`false`。<br /><br />
 
 
-The engine renders double-sided, transparent objects with two draw calls (back faces first, then front faces) to mitigate transparency artifacts.
-There are scenarios however where this approach produces no quality gains but still doubles draw calls e.g. when rendering flat vegetation like grass sprites. 
-In these cases, set the `forceSinglePass` flag to `true` to disable the two pass rendering to avoid performance issues.
+为了减少一些半透明物体的渲染错误,此引擎调用两次绘制来渲染渲染双面透明的东西。
+但是此方案可能会导致在某些情况下使绘制调用次数翻倍,例如渲染一些平面的植物例如草精灵之类的。
+在这些情况下,将`forceSinglePass`设置为`true`来使用单通道渲染来避免性能问题。
 </p>
 </p>
 
 
 <h3>[property:Boolean isMaterial]</h3>
 <h3>[property:Boolean isMaterial]</h3>
@@ -267,7 +267,7 @@ In these cases, set the `forceSinglePass` flag to `true` to disable the two pass
 <h3>[property:Boolean vertexColors]</h3>
 <h3>[property:Boolean vertexColors]</h3>
 <p>
 <p>
 是否使用顶点着色。默认值为false。
 是否使用顶点着色。默认值为false。
-The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or four (RGBA) component color buffer attribute is used.
+此引擎支持RGB或者RGBA两种顶点颜色,取决于缓冲 attribute 使用的是三分量(RGB)还是四分量(RGBA)。
 </p>
 </p>
 
 
 <h3>[property:Boolean visible]</h3>
 <h3>[property:Boolean visible]</h3>
@@ -301,7 +301,7 @@ The engine supports RGB and RGBA vertex colors depending on whether a three (RGB
 
 
 <h3>[method:String customProgramCacheKey]()</h3>
 <h3>[method:String customProgramCacheKey]()</h3>
 <p>
 <p>
-当用到onBeforeCompile回调的时候,这个回调函数可以用来定义在onBeforeCompile中使用的配置项,这样three.js就可以根据这个回调返回的字符串来判定使用一个缓存的编译好的着色器代码还是根据需求重新编译一新的着色器代码。
+当用到onBeforeCompile回调的时候,这个回调函数可以用来定义在onBeforeCompile中使用的配置项,这样three.js就可以根据这个回调返回的字符串来判定使用一个缓存的编译好的着色器代码还是根据需求重新编译一新的着色器代码。
 </p>
 </p>
 
 
 <p>
 <p>

+ 21 - 27
docs/api/zh/textures/Texture.html

@@ -122,13 +122,10 @@
 
 
 		<h3>[property:String internalFormat]</h3>
 		<h3>[property:String internalFormat]</h3>
 		<p>
 		<p>
-		The default value is obtained using a combination of [page:Texture.format .format] and
-		[page:Texture.type .type].<br />
+		此项的默认值由[page:Texture.format .format]和[page:Texture.type .type]混合并决定。<br />
 
 
-		The GPU format allows the developer to specify how the data is going to be
-		stored on the GPU.<br /><br />
-
-		See the [page:Textures texture constants] page for details regarding all supported internal formats.
+		这项GPU格式设置允许开发者决定在GPU中的数据存储方式。<br /><br />
+		查看[page:Textures texture constants]页面来了解所有可用的Internal Formats以及其细节。
 		</p>
 		</p>
 
 
 		<h3>[property:number type]</h3>
 		<h3>[property:number type]</h3>
@@ -141,12 +138,12 @@
 
 
 		<h3>[property:Vector2 offset]</h3>
 		<h3>[property:Vector2 offset]</h3>
 		<p>
 		<p>
-		How much a single repetition of the texture is offset from the beginning, in each direction U and V.
-		Typical range is *0.0* to *1.0*.
+		贴图单次重复中的起始偏移量,分别表示U和V。
+		一般范围是由`0.0`到`1.0`。
 		</p>
 		</p>
 		<p>
 		<p>
-			The below texture types share the *first* uv channel in the engine. The offset (and repeat) setting is evaluated according to
-			the following priorities and then shared by those textures:
+			在此引擎中下列纹理共享`第一套`uv通道。
+			偏移量(以及重复次数)的设置项按照下列纹理进行优先级排列并共享:
 			<ol>
 			<ol>
 				<li>color map</li>
 				<li>color map</li>
 				<li>specular map</li>
 				<li>specular map</li>
@@ -163,8 +160,8 @@
 			</ol>
 			</ol>
 		</p>
 		</p>
 		<p>
 		<p>
-			The below texture types share the *second* uv channel in the engine. The offset (and repeat) setting is evaluated according to
-			the following priorities and then shared by those textures:
+			在此引擎中下列纹理类型共享`第二套`uv通道。
+			偏移量(以及重复次数)的设置项按照下列纹理进行优先级排列并共享:
 			<ol>
 			<ol>
 				<li>ao map</li>
 				<li>ao map</li>
 				<li>light map</li>
 				<li>light map</li>
@@ -173,10 +170,9 @@
 
 
 		<h3>[property:Vector2 repeat]</h3>
 		<h3>[property:Vector2 repeat]</h3>
 		<p>
 		<p>
-		How many times the texture is repeated across the surface, in each direction U and V.  If repeat is set
-		greater than 1 in either direction, the corresponding Wrap parameter should also be set to
-		[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
-		tiling effect. Setting different repeat values for textures is restricted in the same way like [page:.offset].
+		决定纹理在表面的重复次数,两个方向分别表示U和V,如果重复次数在任何方向上设置了超过1的数值,
+		对应的Wrap需要设置为[page:Textures THREE.RepeatWrapping]或者[page:Textures THREE.MirroredRepeatWrapping]来
+		达到想要的平铺效果。此项设置有和[page:.offset]一样的限制。
 		</p>
 		</p>
 
 
 		<h3>[property:number rotation]</h3>
 		<h3>[property:number rotation]</h3>
@@ -213,18 +209,18 @@
 
 
 		<h3>[property:Boolean premultiplyAlpha]</h3>
 		<h3>[property:Boolean premultiplyAlpha]</h3>
 		<p>
 		<p>
-		If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br /><br />
+		如果设置为*true*并且alpha通道存在的话,上传到GPU时alpha的数值将会与颜色通道的数值相乘。默认为*false*。<br /><br />
 
 
-		Note that this property has no effect for [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap].
-		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
+		注意此项属性不会影响到[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]。
+		如果你想要则需要在bitmap创建的时候进行配置,如何配置请查看[page:ImageBitmapLoader]。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean flipY]</h3>
 		<h3>[property:Boolean flipY]</h3>
 		<p>
 		<p>
-		If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br /><br />
+		如果设置为*true*,纹理在上传到GPU的时候会进行纵向的翻转。默认值为*true*。<br /><br />
 
 
-		Note that this property has no effect for [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap].
-		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
+		注意此项属性不会影响到[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]。
+		如果你想要则需要在bitmap创建的时候进行配置,如何配置请查看[page:ImageBitmapLoader]。
 		</p>
 		</p>
 
 
 		<h3>[property:number unpackAlignment]</h3>
 		<h3>[property:number unpackAlignment]</h3>
@@ -262,14 +258,12 @@
 
 
 		<h3>[property:Object userData]</h3>
 		<h3>[property:Object userData]</h3>
 		<p>
 		<p>
-		An object that can be used to store custom data about the texture. It should not hold
-		references to functions as these will not be cloned.
+		保存关于纹理的自定义信息的对象。不应该放函数引用,因为函数不会拷贝。
 		</p>
 		</p>
 
 
 		<h3>[property:Source source]</h3>
 		<h3>[property:Source source]</h3>
 		<p>
 		<p>
-		The data definition of a texture. A reference to the data source can be shared across textures.
-		This is often useful in context of spritesheets where multiple textures render the same data but with different texture transformations.
+		纹理的数据源信息。可以在不同的纹理之间引用相同的数据源,这在使用精灵表的情况下很好用,因为在这种情况下不同的纹理只是使用了不同的偏移,但是其数据源是相同的。
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
@@ -285,7 +279,7 @@
 		<h3>[method:Texture clone]()</h3>
 		<h3>[method:Texture clone]()</h3>
 		<p>
 		<p>
 			拷贝纹理。请注意。这不是“深拷贝”,图像是共用的。
 			拷贝纹理。请注意。这不是“深拷贝”,图像是共用的。
-			Besides, cloning a texture does not automatically mark it for a texture upload. You have to set [page:Texture.needsUpdate] to true as soon as its image property (the data source) is fully loaded or ready.
+			除此之外,拷贝一个纹理并不会将此纹理自动标记并上传。你需要在图片的属性变更或者源数据完全加载完的时候并准备好的时候将[page:Texture.needsUpdate]设置为true。
 		</p>
 		</p>
 
 
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>