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Docs: Honor latest color management changes. (#25792)

Michael Herzog 2 年之前
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43d003c290
共有 33 個文件被更改,包括 160 次插入117 次删除
  1. 14 8
      docs/api/en/constants/Textures.html
  2. 1 1
      docs/api/en/materials/MeshDepthMaterial.html
  3. 1 1
      docs/api/en/renderers/WebGLCubeRenderTarget.html
  4. 1 1
      docs/api/en/renderers/WebGLRenderTarget.html
  5. 3 3
      docs/api/en/renderers/WebGLRenderer.html
  6. 5 2
      docs/api/en/textures/CompressedTexture.html
  7. 1 1
      docs/api/en/textures/CubeTexture.html
  8. 1 1
      docs/api/en/textures/DataTexture.html
  9. 3 3
      docs/api/en/textures/Texture.html
  10. 14 8
      docs/api/fr/constants/Textures.html
  11. 17 12
      docs/api/it/constants/Textures.html
  12. 1 1
      docs/api/it/renderers/WebGLCubeRenderTarget.html
  13. 1 1
      docs/api/it/renderers/WebGLRenderTarget.html
  14. 3 3
      docs/api/it/renderers/WebGLRenderer.html
  15. 5 2
      docs/api/it/textures/CompressedTexture.html
  16. 1 1
      docs/api/it/textures/CubeTexture.html
  17. 1 1
      docs/api/it/textures/DataTexture.html
  18. 3 3
      docs/api/it/textures/Texture.html
  19. 14 8
      docs/api/ko/constants/Textures.html
  20. 14 8
      docs/api/pt-br/constants/Textures.html
  21. 17 11
      docs/api/zh/constants/Textures.html
  22. 1 1
      docs/api/zh/renderers/WebGLCubeRenderTarget.html
  23. 1 1
      docs/api/zh/renderers/WebGLRenderTarget.html
  24. 3 3
      docs/api/zh/renderers/WebGLRenderer.html
  25. 5 2
      docs/api/zh/textures/CompressedTexture.html
  26. 1 1
      docs/api/zh/textures/CubeTexture.html
  27. 1 1
      docs/api/zh/textures/DataTexture.html
  28. 3 3
      docs/api/zh/textures/Texture.html
  29. 6 6
      docs/manual/en/introduction/Color-management.html
  30. 6 6
      docs/manual/fr/introduction/Color-management.html
  31. 6 6
      docs/manual/it/introduction/Color-management.html
  32. 6 6
      docs/manual/pt-br/introduction/Color-management.html
  33. 0 1
      docs/scenes/material-browser.html

+ 14 - 8
docs/api/en/constants/Textures.html

@@ -539,21 +539,27 @@
 		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 		</p>
 
-		<h2>Encoding</h2>
+		<h2>Depth Packing</h2>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		<p>
-		For use with a Texture's [page:Texture.encoding encoding]	property.<br /><br />
+			For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+		</p>
 
-		If the encoding type is changed after the texture has already been used by a material,
-		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
+		<h2>Color Space</h2>
+		<code>
+		THREE.NoColorSpace
+		THREE.SRGBColorSpace
+		THREE.LinearSRGBColorSpace
+		THREE.DisplayP3ColorSpace
+		</code>
+		<p>
+		Used to define the color space of textures (and the output color space of the renderer).<br /><br />
 
-		[page:constant LinearEncoding] is the default.
-		Values other than this are only valid for a material's map, envMap and emissiveMap.
+		If the color space type is changed after the texture has already been used by a material,
+		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
 		</p>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/materials/MeshDepthMaterial.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h3>[property:Constant depthPacking]</h3>
-		<p>Encoding for depth packing. Default is [page:Textures BasicDepthPacking].</p>
+		<p>Type for depth packing. Default is [page:Textures BasicDepthPacking].</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>

+ 1 - 1
docs/api/en/renderers/WebGLCubeRenderTarget.html

@@ -40,7 +40,7 @@
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - default is `1`. See [page:Texture.anisotropy]<br />
-		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
+		[page:Constant colorSpace] - default is [page:Textures NoColorSpace]. <br />
 		[page:Boolean depthBuffer] - default is `true`.<br />
 		[page:Boolean stencilBuffer] - default is `false`.<br /><br />
 

+ 1 - 1
docs/api/en/renderers/WebGLRenderTarget.html

@@ -39,7 +39,7 @@
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - default is `1`. See [page:Texture.anisotropy]<br />
-		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
+		[page:Constant colorSpace] - default is [page:Textures NoColorSpace]. <br />
 		[page:Boolean depthBuffer] - default is `true`. <br />
 		[page:Boolean stencilBuffer] - default is `false`.<br />
 		[page:Number samples] - default is 0.<br /><br />

+ 3 - 3
docs/api/en/renderers/WebGLRenderer.html

@@ -172,9 +172,9 @@
 		</ul>
 		</p>
 
-		<h3>[property:number outputEncoding]</h3>
-		<p>Defines the output encoding of the renderer. Default is [page:Textures THREE.LinearEncoding].</p>
-		<p>If a render target has been set using [page:WebGLRenderer.setRenderTarget .setRenderTarget] then renderTarget.texture.encoding will be used instead.</p>
+		<h3>[property:number outputColorSpace]</h3>
+		<p>Defines the output color space of the renderer. Default is [page:Textures THREE.SRGBColorSpace].</p>
+		<p>If a render target has been set using [page:WebGLRenderer.setRenderTarget .setRenderTarget] then renderTarget.texture.colorSpace will be used instead.</p>
 		<p>See the [page:Textures texture constants] page for details of other formats.</p>
 
 		<h3>[property:Object info]</h3>

+ 5 - 2
docs/api/en/textures/CompressedTexture.html

@@ -22,7 +22,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
+		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant colorSpace] )</h3>
 		<p>
 		[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br />
 
@@ -55,7 +55,10 @@
 
 		[page:Number anisotropy] -- 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 renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
+		Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br />
+		
+		[page:Constant colorSpace] -- The default is [page:Textures THREE.NoColorSpace].
+		See [page:Textures color space constants] for other choices.<br /><br />
 		</p>
 
 

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

@@ -31,7 +31,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
+		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )</h3>
 
 		<p>
 		CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the

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

@@ -16,7 +16,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding )</h3>
+		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace )</h3>
 		<p>
 			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
 			Further parameters correspond to the properties inherited from [page:Texture], where both magFilter and minFilter default to THREE.NearestFilter.

+ 3 - 3
docs/api/en/textures/Texture.html

@@ -29,7 +29,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding )</h3>
+		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )</h3>
 
 		<h2>Properties</h2>
 
@@ -221,9 +221,9 @@
 		for more information.
 		</p>
 
-		<h3>[property:number encoding]</h3>
+		<h3>[property:number colorSpace]</h3>
 		<p>
-		[page:Textures THREE.LinearEncoding] is the default.
+		[page:Textures THREE.NoColorSpace] is the default.
 		See the [page:Textures texture constants] page for details of other formats.<br /><br />
 
 		Note that if this value is changed on a texture after the material has been used,

+ 14 - 8
docs/api/fr/constants/Textures.html

@@ -534,21 +534,27 @@
 		à la [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 		</p>
 
-		<h2>Encodage</h2>
+		<h2>Depth Packing</h2>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		<p>
-		À utiliser avec une propriété de texture [page:Texture.encoding encoding].<br /><br />
+			For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+		</p>
 
-		Si le type d'encodage est modifié après que la texture ait été utilisée par un matériau,
-		vous devrez définir [page:Material.needsUpdate Material.needsUpdate] sur "true" pour que le matériau soit recompilé.<br /><br />
+		<h2>Color Space</h2>
+		<code>
+		THREE.NoColorSpace
+		THREE.SRGBColorSpace
+		THREE.LinearSRGBColorSpace
+		THREE.DisplayP3ColorSpace
+		</code>
+		<p>
+		Used to define the color space of textures (and the output color space of the renderer).<br /><br />
 
-		La valeur par défaut est [page:constant LinearEncoding].
-		Les valeurs autres que celle-ci ne sont valides que pour la carte, envMap et emissiveMap d'un matériau.
+		If the color space type is changed after the texture has already been used by a material,
+		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
 		</p>
 
 		<h2>Source</h2>

+ 17 - 12
docs/api/it/constants/Textures.html

@@ -534,23 +534,28 @@
     [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf Specifica OpenGL ES 3.0].
 		</p>
 
-		<h2>Encoding</h2>
+		<h2>Depth Packing</h2>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		<p>
-      Da usare con la proprietà [page:Texture.encoding encoding] della Texture.<br /><br />
-
-      Se il tipo di encoding viene modificato dopo che la texture è già stata utilizzata dal materiale,
-      sarà necessario impostare il valore [page:Material.needsUpdate Material.needsUpdate] a `true` per fare in modo
-      che il materiale venga ricompilato.<br /><br />
-      
-      [page:constant LinearEncoding] è l'impostazione predefinita.
-      Valori diversi da questo sono validi solo per la mappa di un materiale, envMap ed emissiveMap.
-		</p> 
+			For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+		</p>
+
+		<h2>Color Space</h2>
+		<code>
+		THREE.NoColorSpace
+		THREE.SRGBColorSpace
+		THREE.LinearSRGBColorSpace
+		THREE.DisplayP3ColorSpace
+		</code>
+		<p>
+		Used to define the color space of textures (and the output color space of the renderer).<br /><br />
+
+		If the color space type is changed after the texture has already been used by a material,
+		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
+		</p>
 
 		<h2>Source</h2>
 

+ 1 - 1
docs/api/it/renderers/WebGLCubeRenderTarget.html

@@ -40,7 +40,7 @@
 		[page:Constant format] - Il valore predefinito è [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - Il valore predefinito è [page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - Il valore predefinito è `1`. Vedi [page:Texture.anisotropy]<br />
-		[page:Constant encoding] - Il valore predefinito è [page:Textures LinearEncoding]. <br />
+		[page:Constant colorSpace] - Il valore predefinito è [page:Textures NoColorSpace]. <br />
 		[page:Boolean depthBuffer] - Il valore predefinito è `true`.<br />
 		[page:Boolean stencilBuffer] - Il valore predefinito è `false`.<br /><br />
 

+ 1 - 1
docs/api/it/renderers/WebGLRenderTarget.html

@@ -39,7 +39,7 @@
 		[page:Constant format] - il valore predefinito è [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - il valore predefinito è [page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - il valore predefinito è `1`. Vedi [page:Texture.anisotropy]<br />
-		[page:Constant encoding] - il valore predefinito è [page:Textures LinearEncoding]. <br />
+		[page:Constant colorSpace] - il valore predefinito è [page:Textures NoColorSpace]. <br />
 		[page:Boolean depthBuffer] - il valore predefinito è `true`. <br />
 		[page:Boolean stencilBuffer] - il valore predefinito è `false`.<br />
 		[page:Number samples] - il valore predefinito è 0.<br /><br />

+ 3 - 3
docs/api/it/renderers/WebGLRenderer.html

@@ -175,10 +175,10 @@
 		</ul>
 		</p>
 
-		<h3>[property:number outputEncoding]</h3>
-		<p>Definisce la codifica di output del renderer. Il valore predefinito è [page:Textures THREE.LinearEncoding].</p>
+		<h3>[property:number outputColorSpace]</h3>
+		<p>Definisce la codifica di output del renderer. Il valore predefinito è [page:Textures THREE.SRGBColorSpace].</p>
 		<p>Se il target render è stato impostato utilizzando [page:WebGLRenderer.setRenderTarget .setRenderTarget],
-			verrà invece utilizzato renderTarget.texture.encoding.</p>
+			verrà invece utilizzato renderTarget.texture.colorSpace.</p>
 		<p>Vedi la pagina [page:Textures texture constants] per i dettagli su altri formati.</p>
 
 		<h3>[property:Object info]</h3>

+ 5 - 2
docs/api/it/textures/CompressedTexture.html

@@ -22,7 +22,7 @@
 		<h2>Costruttore</h2>
 
 
-		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
+		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant colorSpace] )</h3>
 		<p>
 		[page:Array mipmaps] -- L'array mipmap dovrebbe contenere oggetti con dati, larghezza e altezza. Le mipmap dovrebbero essere del formato e del tipo corretti.<br />
 
@@ -56,7 +56,10 @@
 		[page:Number anisotropy] -- Il numero di campioni prelevati lungo l'asse attravero il pixel che ha la densità di texel più alta.
 		Per impostazione predefinita, questo valore è 1. Un valore più alto fornisce un risultato meno sfuocato rispetto ad una mipmap di base, 
 		a costo di utilizzare più campioni di texture. Usa [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() 
-		per trovare il valore di anisotropia massimo valido per la GPU; questo valore è solitamente una potenza di 2.<br /><br />
+		per trovare il valore di anisotropia massimo valido per la GPU; questo valore è solitamente una potenza di 2.<br />
+
+		[page:Constant colorSpace] -- The default is [page:Textures THREE.NoColorSpace].
+		See [page:Textures color space constants] for other choices.<br /><br />
 		</p>
 
 

+ 1 - 1
docs/api/it/textures/CubeTexture.html

@@ -31,7 +31,7 @@
 		<h2>Costruttore</h2>
 
 
-		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
+		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )</h3>
 
 		<p>
 		CubeTexture è quasi equivalente in funzionalità ed utilizzo alla classe [page:Texture]. Le uniche differenze sono che le immagini

+ 1 - 1
docs/api/it/textures/DataTexture.html

@@ -15,7 +15,7 @@
 
 		<h2>Costruttore</h2>
 
-		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding )</h3>
+		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace )</h3>
 		<p>
 			L'argomento data deve essere un [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
 			Ulteriori parametri corrispondono alle proprietà ereditate da [page:Texture], dove sia magFilter che minFilter per impostazione predefinita sono THREE.NearestFilter. 

+ 3 - 3
docs/api/it/textures/Texture.html

@@ -30,7 +30,7 @@
 
 		<h2>Costruttore</h2>
 
-		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding )</h3>
+		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )</h3>
 
 		<h2>Proprietà</h2>
 
@@ -225,9 +225,9 @@
 			Vedi [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] per maggiori informazioni.
 		</p>
 
-		<h3>[property:number encoding]</h3>
+		<h3>[property:number colorSpace]</h3>
 		<p>
-		[page:Textures THREE.LinearEncoding] è l'impostazione predefinita.
+		[page:Textures THREE.NoColorSpace] è l'impostazione predefinita.
 		Vedi la pagina [page:Textures texture constants] per i dettagli su altri formati.<br /><br />
 
 		Si noti che questo valore viene modificato su una texture dopo che il materiale è stato utilizzato, 

+ 14 - 8
docs/api/ko/constants/Textures.html

@@ -522,21 +522,27 @@
 		[link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification]를 확인해보세요.
 		</p>
 
-		<h2>인코딩</h2>
+		<h2>Depth Packing</h2>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		<p>
-		텍스쳐의 [page:Texture.encoding encoding] 프로퍼티와 함께 사용됩니다.<br /><br />
+			For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+		</p>
 
-		텍스쳐가 재질을 통해 이미 변경된 후에 인코딩 타입이 변경되면,
-		[page:Material.needsUpdate Material.needsUpdate]을 *true*로 설정해 재질을 리컴파일해야합니다.<br /><br />
+		<h2>Color Space</h2>
+		<code>
+		THREE.NoColorSpace
+		THREE.SRGBColorSpace
+		THREE.LinearSRGBColorSpace
+		THREE.DisplayP3ColorSpace
+		</code>
+		<p>
+		Used to define the color space of textures (and the output color space of the renderer).<br /><br />
 
-		[page:constant LinearEncoding]이 기본값입니다.
-		이 값으로는 재질의 map, envMap 및 emissiveMap 값만 유효합니다.
+		If the color space type is changed after the texture has already been used by a material,
+		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
 		</p>
 
 		<h2>소스 코드</h2>

+ 14 - 8
docs/api/pt-br/constants/Textures.html

@@ -534,21 +534,27 @@
 		a especificação [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0].
 		</p>
 
-		<h2>Encoding</h2>
+		<h2>Depth Packing</h2>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		<p>
-		Para uso com a propriedade [page:Texture.encoding encoding] de uma textura.<br /><br />
+			For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+		</p>
 
-		Se o tipo de codificação for alterado após a textura já ter sido usada por um material,
-		você precisará definir [page:Material.needsUpdate Material.needsUpdate] como `true` para fazer o material recompilar.<br /><br />
+		<h2>Color Space</h2>
+		<code>
+		THREE.NoColorSpace
+		THREE.SRGBColorSpace
+		THREE.LinearSRGBColorSpace
+		THREE.DisplayP3ColorSpace
+		</code>
+		<p>
+		Used to define the color space of textures (and the output color space of the renderer).<br /><br />
 
-		[page:constant LinearEncoding] é o padrão.
-		Valores diferentes deste são válidos apenas para o mapa de um material, envMap e emissiveMap.
+		If the color space type is changed after the texture has already been used by a material,
+		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
 		</p>
 
 		<h2>Source</h2>

+ 17 - 11
docs/api/zh/constants/Textures.html

@@ -517,21 +517,27 @@
 	to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 	</p>
 
-	<h2>编码</h2>
+	<h2>Depth Packing</h2>
 	<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
-		THREE.BasicDepthPacking
-		THREE.RGBADepthPacking
-		</code>
+	THREE.BasicDepthPacking
+	THREE.RGBADepthPacking
+	</code>
 	<p>
-		这些常量用于纹理的[page:Texture.encoding encoding]属性。<br /><br />
+		For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+	</p>
 
-		如果编码类型在纹理已被一个材质使用之后发生了改变,
-		你需要来设置[page:Material.needsUpdate Material.needsUpdate]为*true*来使得材质重新编译。<br /><br />
+	<h2>Color Space</h2>
+	<code>
+	THREE.NoColorSpace
+	THREE.SRGBColorSpace
+	THREE.LinearSRGBColorSpace
+	THREE.DisplayP3ColorSpace
+	</code>
+	<p>
+	Used to define the color space of textures (and the output color space of the renderer).<br /><br />
 
-		[page:constant LinearEncoding]是默认值。
-		除此之外的其他值仅在材质的贴图、envMap和emissiveMap中有效。
+	If the color space type is changed after the texture has already been used by a material,
+	you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
 	</p>
 
 	<h2>源代码</h2>

+ 1 - 1
docs/api/zh/renderers/WebGLCubeRenderTarget.html

@@ -37,7 +37,7 @@
 		[page:Constant format] - 默认是[page:Textures RGBAFormat]. <br />
 		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - 默认是 *1*. 参见[page:Texture.anisotropy]<br />
-		[page:Constant encoding] - 默认是[page:Textures LinearEncoding]. <br />
+		[page:Constant colorSpace] - 默认是[page:Textures NoColorSpace]. <br />
 		[page:Boolean depthBuffer] - 默认是*true*.<br />
 		[page:Boolean stencilBuffer] - default is *false*.<br /><br />
 

+ 1 - 1
docs/api/zh/renderers/WebGLRenderTarget.html

@@ -35,7 +35,7 @@
 		[page:Constant format] - 默认是[page:Textures RGBAFormat]. <br />
 		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - 默认是`1`. 参见[page:Texture.anisotropy]<br />
-		[page:Constant encoding] - 默认是[page:Textures LinearEncoding]. <br />
+		[page:Constant colorSpace] - 默认是[page:Textures NoColorSpace]. <br />
 		[page:Boolean depthBuffer] - 默认是`true`.<br />
 		[page:Boolean stencilBuffer] - 默认是`false`.<br />
 		[page:Number samples] - 默认是`0`.<br /><br />

+ 3 - 3
docs/api/zh/renderers/WebGLRenderer.html

@@ -151,9 +151,9 @@
 		</ul>
 		</p>
 
-		<h3>[property:number outputEncoding]</h3>
-		<p>定义渲染器的输出编码。默认为[page:Textures THREE.LinearEncoding]</p>
-		<p>如果渲染目标已经使用 [page:WebGLRenderer.setRenderTarget .setRenderTarget]、之后将直接使用renderTarget.texture.encoding</p>
+		<h3>[property:number outputColorSpace]</h3>
+		<p>定义渲染器的输出编码。默认为[page:Textures THREE.SRGBColorSpace]</p>
+		<p>如果渲染目标已经使用 [page:WebGLRenderer.setRenderTarget .setRenderTarget]、之后将直接使用renderTarget.texture.colorSpace</p>
 		<p>查看[page:Textures texture constants]页面以获取其他格式细节</p>
 
 		<h3>[property:Object info]</h3>

+ 5 - 2
docs/api/zh/textures/CompressedTexture.html

@@ -22,7 +22,7 @@
 		<h2>构造函数</h2>
 
 
-		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
+		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], , [param:Constant colorSpace] )</h3>
 		<p>
 		[page:Array mipmaps] -- mipmaps数组中需要包含具有数据、宽、高的对象。mipmaps应当具有正确的格式与类型。<br />
 
@@ -55,7 +55,10 @@
 
 		[page:Number anisotropy] -- 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。<br /><br />
+		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。<br />
+
+		[page:Constant colorSpace] -- The default is [page:Textures THREE.NoColorSpace].
+		See [page:Textures color space constants] for other choices.<br /><br />
 		</p>
 
 

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

@@ -31,7 +31,7 @@
 		<h2>构造函数</h2>
 
 
-		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
+		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )</h3>
 
 		<p>
 		CubeTexture(立方贴图)的功能以及用法几乎和[page:Texture]是相同的。区别在于,CubeTexture中的图像是6个单独的图像所组成的数组,

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

@@ -16,7 +16,7 @@
 
 		<h2>构造函数</h2>
 
-		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
+		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace )</h3>
 		<p>
 			data 参数必须是一个 [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] 。
 			其他参数对应于继承自 [page:Texture] 的属性,其中 magFilter 与 minFilter 默认为 THREE.NearestFilter。

+ 3 - 3
docs/api/zh/textures/Texture.html

@@ -14,7 +14,7 @@
 
 		<h2>构造函数</h2>
 
-		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding )</h3>
+		<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace )</h3>
 
 		<h2>代码示例</h2>
 
@@ -209,9 +209,9 @@
 			请参阅[link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]来了解详细信息。
 		</p>
 
-		<h3>[property:number encoding]</h3>
+		<h3>[property:number colorSpace]</h3>
 		<p>
-		默认值为[page:Textures THREE.LinearEncoding]。
+		默认值为[page:Textures THREE.NoColorSpace]。
 		请参阅[page:Textures texture constants]来了解其他格式的详细信息。<br /><br />
 
 		请注意,如果在材质被使用之后,纹理贴图中这个值发生了改变,

+ 6 - 6
docs/manual/en/introduction/Color-management.html

@@ -156,7 +156,7 @@
 	<p>
 		Colors supplied to three.js — from color pickers, textures, 3D models, and other sources —
 		each have an associated color space. Those not already in the Linear-sRGB working color
-		space must be converted, and textures be given the correct <i>texture.encoding</i> assignment.
+		space must be converted, and textures be given the correct <i>texture.colorSpace</i> assignment.
 		Certain conversions (for hexadecimal and CSS colors in sRGB) can be made automatically if
 		the THREE.ColorManagement API is enabled before initializing colors:
 	</p>
@@ -177,14 +177,14 @@ THREE.ColorManagement.enabled = true;
 		<li>
 			<b>Color textures:</b> PNG or JPEG [page:Texture Textures] containing color information
 			(like .map or .emissiveMap) use the closed domain sRGB color space, and must be annotated with
-			<i>texture.encoding = sRGBEncoding</i>. Formats like OpenEXR (sometimes used for .envMap or
-			.lightMap) use the Linear-sRGB color space indicated with <i>texture.encoding = LinearEncoding</i>,
+			<i>texture.colorSpace = SRGBColorSpace</i>. Formats like OpenEXR (sometimes used for .envMap or
+			.lightMap) use the Linear-sRGB color space indicated with <i>texture.colorSpace = LinearSRGBColorSpace</i>,
 			and may contain values in the open domain [0,∞].
 		</li>
 		<li>
 			<b>Non-color textures:</b> Textures that do not store color information (like .normalMap
 			or .roughnessMap) do not have an associated color space, and generally use the (default) texture
-			annotation of <i>texture.encoding = LinearEncoding</i>. In rare cases, non-color data
+			annotation of <i>texture.colorSpace = NoColorSpace</i>. In rare cases, non-color data
 			may be represented with other nonlinear encodings for technical reasons.
 		</li>
 	</ul>
@@ -211,11 +211,11 @@ THREE.ColorManagement.enabled = true;
 	<p>
 		Output to a display device, image, or video may involve conversion from the open domain
 		Linear-sRGB working color space to another color space. This conversion may be performed in
-		the main render pass ([page:WebGLRenderer.outputEncoding]), or during post-processing.
+		the main render pass ([page:WebGLRenderer.outputColorSpace]), or during post-processing.
 	</p>
 
 	<code>
-renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 	</code>
 
 	<ul>

+ 6 - 6
docs/manual/fr/introduction/Color-management.html

@@ -156,7 +156,7 @@
 	<p>
 		Les couleurs fournies à three.js — par les sélecteurs de couleurs, les textures, les modèles 3D, et d'autres sources —
 		ont toutes un espace colorimétrique associé. Celles qui ne sont pas déjà dans l'espace colorimétrique sRGB-Linéaire
-		doivent-être converties, et les textures doivent recevoir les bonnes consignes de <i>texture.encoding</i>.
+		doivent-être converties, et les textures doivent recevoir les bonnes consignes de <i>texture.colorSpace</i>.
 		Certaines conversions (pour l'héxadecimal et les couleurs CSS en sRGB) peuvent être automatisées si
 		l'héritage de la gestion des couleurs est désactivé avant l'initialisation des couleurs:
 	</p>
@@ -177,14 +177,14 @@ THREE.ColorManagement.enabled = true;
 		<li>
 			<b>Textures colorées:</b> PNG ou JPEG [page:Texture Textures] contiennent des informations de couleurs
 			(comme .map ou .emissiveMap) utilisant le domaine fermé de l'espace colorimétrique sRGB, et doivent être annotés avec
-			<i>texture.encoding = sRGBEncoding</i>. Des formats comme OpenEXR (parfois utilisés par .envMap pi
-			.lightMap) utilisent l'espace colorimétrique sRGB-Linéaire indiqué par <i>texture.encoding = LinearEncoding</i>,
+			<i>texture.colorSpace = SRGBColorSpace</i>. Des formats comme OpenEXR (parfois utilisés par .envMap pi
+			.lightMap) utilisent l'espace colorimétrique sRGB-Linéaire indiqué par <i>texture.colorSpace = LinearSRGBColorSpace</i>,
 			et peuvent contenir des valeurs du domaine ouvert [0,∞].
 		</li>
 		<li>
 			<b>Textures non-colorées:</b> Les textures qui ne stockent aucune information de couleur (comme .normalMap
 			ou .roughnessMap) n'ont pas d'espace colorimétrique associé, et utilisent généralement l'annotation de texture (par défaut)
-			<i>texture.encoding = LinearEncoding</i>. Dans de rares cas, les données ne concernant pas la couleur
+			<i>texture.colorSpace = NoColorSpace</i>. Dans de rares cas, les données ne concernant pas la couleur
 			peuvent être représentées par d'autres encodages non-linéaires pour des raisons techniques.
 		</li>
 	</ul>
@@ -211,11 +211,11 @@ THREE.ColorManagement.enabled = true;
 	<p>
 		La sortie d'un écran, d'une image, ou d'une vidéo peut impliquer la conversion depuis un espace colorimétrique
 		sRGB-Linéaire au domaine ouvert vers un autre espace colorimétrique. Cette conversion peut être effectuée dans
-		le pass principal du moteur de rendu ([page:WebGLRenderer.outputEncoding]), ou durant le post-processing.
+		le pass principal du moteur de rendu ([page:WebGLRenderer.outputColorSpace]), ou durant le post-processing.
 	</p>
 
 	<code>
-renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 	</code>
 
 	<ul>

+ 6 - 6
docs/manual/it/introduction/Color-management.html

@@ -189,7 +189,7 @@
 			3D e da altre risorse - hanno ciascuno uno spazio colore associato. Quelli
 			che non sono già nello spazio colore di lavoro Linear-sRGB devono essere
 			convertiti e alle texture deve essere assegnata la corretta assegnazione
-			<i>texture.encoding</i>. Alcune conversioni (per i colori esadecimali e
+			<i>texture.colorSpace</i>. Alcune conversioni (per i colori esadecimali e
 			CSS in sRGB) possono essere effettuate automaticamente se la modalità di
 			gestione del colore legacy è disabilitata prima dell'inizializzazione dei
 			colori:
@@ -212,16 +212,16 @@
 				<b>Colori delle texture:</b> Le [page:Texture Texture] PNG o JPEG
 				contenti informazioni sul colore (come .map o .emissiveMap) usano lo
 				spazio colore sRGB a dominio chiuso, e devono essere annotate con
-				<i>texture.encoding = sRGBEncoding</i>. I formati come OpenEXR (a volte
+				<i>texture.colorSpace = SRGBColorSpace</i>. I formati come OpenEXR (a volte
 				usati per .envMap o .lightMap) utilizzano lo spazio colore Linear-sRGB
-				indicato con <i>texture.encoding = LinearEncoding</i>, e possono
+				indicato con <i>texture.colorSpace = LinearSRGBColorSpace</i>, e possono
 				contenere valori nel dominio aperto [0,∞].
 			</li>
 			<li>
 				<b>Texture non a colori:</b> Le texture che non memorizzano informazioni
 				relative ai colori (come .normalMap o .roughnessMap) non hanno associato
 				uno spazio colore, e generalmente usano l'annotazione (predefinita)
-				<i>texture.encoding = LinearEncoding</i>. In rari casi, i dati non a
+				<i>texture.colorSpace = NoColorSpace</i>. In rari casi, i dati non a
 				colori possono essere rappresentati con altre codifiche non lineari per
 				motivi tecnici.
 			</li>
@@ -259,11 +259,11 @@
 			può comportare la conversione dallo spazio colore di lavoro Linear-sRGB di
 			dominio aperto a un altro spazio di colore. Questa conversione può essere
 			eseguita nel passaggio di rendering principale
-			([page:WebGLRenderer.outputEncoding]), o durante il post-processing.
+			([page:WebGLRenderer.outputColorSpace]), o durante il post-processing.
 		</p>
 
 		<code>
-			renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+			renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 		</code>
 
 		<ul>

+ 6 - 6
docs/manual/pt-br/introduction/Color-management.html

@@ -156,7 +156,7 @@
 	<p>
 		Cores fornecidas ao three.js — de seletores de cores, texturas, modelos 3D e outras fontes —
 		cada um tem um espaço de cor associado. Aqueles que ainda não estão na cor de trabalho Linear-sRGB,
-        devem ser convertidos e as texturas devem receber a atribuição <i>texture.encoding</i> correta.
+        devem ser convertidos e as texturas devem receber a atribuição <i>texture.colorSpace</i> correta.
 		Certas conversões (para cores hexadecimais e CSS em sRGB) podem ser feitas automaticamente se
 		o modo de gerenciamento de cores herdado é desabilitado antes de inicializar as cores:
 	</p>
@@ -177,14 +177,14 @@ THREE.ColorManagement.enabled = true;
 		<li>
 			<b>Texturas de cores:</b> PNG ou JPEG [page:Texture Textures] contendo informações de cores
 			(como .map ou .emissiveMap) usam o espaço de cores sRGB de domínio fechado e devem ser anotados com
-			<i>texture.encoding = sRGBEncoding</i>. Formatos como OpenEXR (às vezes usado para .envMap ou
-			.lightMap) usam o espaço de cores Linear-sRGB indicado com <i>texture.encoding = LinearEncoding</i>,
+			<i>texture.colorSpace = SRGBColorSpace</i>. Formatos como OpenEXR (às vezes usado para .envMap ou
+			.lightMap) usam o espaço de cores Linear-sRGB indicado com <i>texture.colorSpace = LinearSRGBColorSpace</i>,
 			e podem conter valores no domínio aberto [0,∞].
 		</li>
 		<li>
 			<b>Texturas não coloridas:</b> Texturas que não armazenam informações de cores (como .normalMap
 			ou .roughnessMap) não têm um espaço de cores associado e geralmente usam a textura (padrão)
-			como <i>texture.encoding = LinearEncoding</i>. Em casos raros, dados sem cor
+			como <i>texture.colorSpace = NoColorSpace</i>. Em casos raros, dados sem cor
 			podem ser representados com outras codificações não lineares por motivos técnicos.
 		</li>
 	</ul>
@@ -211,11 +211,11 @@ THREE.ColorManagement.enabled = true;
 	<p>
 		A saída para um dispositivo de exibição, imagem ou vídeo pode envolver a conversão do domínio aberto
 		do espaço de cores de trabalho linear-sRGB para outro espaço de cores. Essa conversão pode ser feita em
-		uma passagem de renderização principal ([page:WebGLRenderer.outputEncoding]), ou durante o pós-processamento.
+		uma passagem de renderização principal ([page:WebGLRenderer.outputColorSpace]), ou durante o pós-processamento.
 	</p>
 
 	<code>
-renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 	</code>
 
 	<ul>

+ 0 - 1
docs/scenes/material-browser.html

@@ -739,7 +739,6 @@
 			const renderer = new THREE.WebGLRenderer( { antialias: true } );
 			renderer.setPixelRatio( window.devicePixelRatio );
 			renderer.setSize( window.innerWidth, window.innerHeight );
-			renderer.outputEncoding = THREE.sRGBEncoding;
 			document.body.appendChild( renderer.domElement );
 
 			const pmremGenerator = new THREE.PMREMGenerator( renderer );