Browse Source

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

Michael Herzog 2 years ago
parent
commit
43d003c290
33 changed files with 160 additions and 117 deletions
  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].
 		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 		</p>
 		</p>
 
 
-		<h2>Encoding</h2>
+		<h2>Depth Packing</h2>
 		<code>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		</code>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

@@ -54,7 +54,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Constant depthPacking]</h3>
 		<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>
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
 		<p>

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

@@ -40,7 +40,7 @@
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - default is `1`. See [page:Texture.anisotropy]<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 depthBuffer] - default is `true`.<br />
 		[page:Boolean stencilBuffer] - default is `false`.<br /><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 format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Number anisotropy] - default is `1`. See [page:Texture.anisotropy]<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 depthBuffer] - default is `true`. <br />
 		[page:Boolean stencilBuffer] - default is `false`.<br />
 		[page:Boolean stencilBuffer] - default is `false`.<br />
 		[page:Number samples] - default is 0.<br /><br />
 		[page:Number samples] - default is 0.<br /><br />

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

@@ -172,9 +172,9 @@
 		</ul>
 		</ul>
 		</p>
 		</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>
 		<p>See the [page:Textures texture constants] page for details of other formats.</p>
 
 
 		<h3>[property:Object info]</h3>
 		<h3>[property:Object info]</h3>

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

@@ -22,7 +22,7 @@
 		<h2>Constructor</h2>
 		<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>
 		<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 />
 		[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.
 		[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.
 		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>
 		</p>
 
 
 
 

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

@@ -31,7 +31,7 @@
 		<h2>Constructor</h2>
 		<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>
 		<p>
 		CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the
 		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>
 		<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>
 		<p>
 			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
 			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.
 			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>
 		<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>
 		<h2>Properties</h2>
 
 
@@ -221,9 +221,9 @@
 		for more information.
 		for more information.
 		</p>
 		</p>
 
 
-		<h3>[property:number encoding]</h3>
+		<h3>[property:number colorSpace]</h3>
 		<p>
 		<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 />
 		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,
 		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].
 		à la [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 		</p>
 		</p>
 
 
-		<h2>Encodage</h2>
+		<h2>Depth Packing</h2>
 		<code>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		</code>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Source</h2>
 		<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].
     [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf Specifica OpenGL ES 3.0].
 		</p>
 		</p>
 
 
-		<h2>Encoding</h2>
+		<h2>Depth Packing</h2>
 		<code>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		</code>
 		<p>
 		<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>
 		<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 format] - Il valore predefinito è [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - Il valore predefinito è [page:Textures UnsignedByteType]. <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: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 depthBuffer] - Il valore predefinito è `true`.<br />
 		[page:Boolean stencilBuffer] - Il valore predefinito è `false`.<br /><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 format] - il valore predefinito è [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - il valore predefinito è [page:Textures UnsignedByteType]. <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: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 depthBuffer] - il valore predefinito è `true`. <br />
 		[page:Boolean stencilBuffer] - il valore predefinito è `false`.<br />
 		[page:Boolean stencilBuffer] - il valore predefinito è `false`.<br />
 		[page:Number samples] - il valore predefinito è 0.<br /><br />
 		[page:Number samples] - il valore predefinito è 0.<br /><br />

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

@@ -175,10 +175,10 @@
 		</ul>
 		</ul>
 		</p>
 		</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],
 		<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>
 		<p>Vedi la pagina [page:Textures texture constants] per i dettagli su altri formati.</p>
 
 
 		<h3>[property:Object info]</h3>
 		<h3>[property:Object info]</h3>

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

@@ -22,7 +22,7 @@
 		<h2>Costruttore</h2>
 		<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>
 		<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 />
 		[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.
 		[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, 
 		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]() 
 		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>
 		</p>
 
 
 
 

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

@@ -31,7 +31,7 @@
 		<h2>Costruttore</h2>
 		<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>
 		<p>
 		CubeTexture è quasi equivalente in funzionalità ed utilizzo alla classe [page:Texture]. Le uniche differenze sono che le immagini
 		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>
 		<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>
 		<p>
 			L'argomento data deve essere un [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
 			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. 
 			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>
 		<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>
 		<h2>Proprietà</h2>
 
 
@@ -225,9 +225,9 @@
 			Vedi [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] per maggiori informazioni.
 			Vedi [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] per maggiori informazioni.
 		</p>
 		</p>
 
 
-		<h3>[property:number encoding]</h3>
+		<h3>[property:number colorSpace]</h3>
 		<p>
 		<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 />
 		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, 
 		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.
 		[link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification]를 확인해보세요.
 		</p>
 		</p>
 
 
-		<h2>인코딩</h2>
+		<h2>Depth Packing</h2>
 		<code>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		</code>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>소스 코드</h2>
 		<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].
 		a especificação [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0].
 		</p>
 		</p>
 
 
-		<h2>Encoding</h2>
+		<h2>Depth Packing</h2>
 		<code>
 		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
 		THREE.BasicDepthPacking
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		</code>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Source</h2>
 		<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].
 	to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 	</p>
 	</p>
 
 
-	<h2>编码</h2>
+	<h2>Depth Packing</h2>
 	<code>
 	<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
-		THREE.BasicDepthPacking
-		THREE.RGBADepthPacking
-		</code>
+	THREE.BasicDepthPacking
+	THREE.RGBADepthPacking
+	</code>
 	<p>
 	<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>
 	</p>
 
 
 	<h2>源代码</h2>
 	<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 format] - 默认是[page:Textures RGBAFormat]. <br />
 		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <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: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 depthBuffer] - 默认是*true*.<br />
 		[page:Boolean stencilBuffer] - default is *false*.<br /><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 format] - 默认是[page:Textures RGBAFormat]. <br />
 		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <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: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 depthBuffer] - 默认是`true`.<br />
 		[page:Boolean stencilBuffer] - 默认是`false`.<br />
 		[page:Boolean stencilBuffer] - 默认是`false`.<br />
 		[page:Number samples] - 默认是`0`.<br /><br />
 		[page:Number samples] - 默认是`0`.<br /><br />

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

@@ -151,9 +151,9 @@
 		</ul>
 		</ul>
 		</p>
 		</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>
 		<p>查看[page:Textures texture constants]页面以获取其他格式细节</p>
 
 
 		<h3>[property:Object info]</h3>
 		<h3>[property:Object info]</h3>

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

@@ -22,7 +22,7 @@
 		<h2>构造函数</h2>
 		<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>
 		<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 />
 		[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。
 		[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。
 		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>
 		</p>
 
 
 
 

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

@@ -31,7 +31,7 @@
 		<h2>构造函数</h2>
 		<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>
 		<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,
 		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>
 		<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>
 		<p>
 			data 参数必须是一个 [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView] 。
 			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。
 			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>
 		<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>
 		<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。
 			请参阅[link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]来了解详细信息。
 		</p>
 		</p>
 
 
-		<h3>[property:number encoding]</h3>
+		<h3>[property:number colorSpace]</h3>
 		<p>
 		<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,
 		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>
 	<p>
 		Colors supplied to three.js — from color pickers, textures, 3D models, and other sources —
 		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
 		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
 		Certain conversions (for hexadecimal and CSS colors in sRGB) can be made automatically if
 		the THREE.ColorManagement API is enabled before initializing colors:
 		the THREE.ColorManagement API is enabled before initializing colors:
 	</p>
 	</p>
@@ -177,14 +177,14 @@ THREE.ColorManagement.enabled = true;
 		<li>
 		<li>
 			<b>Color textures:</b> PNG or JPEG [page:Texture Textures] containing color information
 			<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
 			(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,∞].
 			and may contain values in the open domain [0,∞].
 		</li>
 		</li>
 		<li>
 		<li>
 			<b>Non-color textures:</b> Textures that do not store color information (like .normalMap
 			<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
 			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.
 			may be represented with other nonlinear encodings for technical reasons.
 		</li>
 		</li>
 	</ul>
 	</ul>
@@ -211,11 +211,11 @@ THREE.ColorManagement.enabled = true;
 	<p>
 	<p>
 		Output to a display device, image, or video may involve conversion from the open domain
 		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
 		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>
 	</p>
 
 
 	<code>
 	<code>
-renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 	</code>
 	</code>
 
 
 	<ul>
 	<ul>

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

@@ -156,7 +156,7 @@
 	<p>
 	<p>
 		Les couleurs fournies à three.js — par les sélecteurs de couleurs, les textures, les modèles 3D, et d'autres sources —
 		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
 		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
 		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:
 		l'héritage de la gestion des couleurs est désactivé avant l'initialisation des couleurs:
 	</p>
 	</p>
@@ -177,14 +177,14 @@ THREE.ColorManagement.enabled = true;
 		<li>
 		<li>
 			<b>Textures colorées:</b> PNG ou JPEG [page:Texture Textures] contiennent des informations de couleurs
 			<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
 			(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,∞].
 			et peuvent contenir des valeurs du domaine ouvert [0,∞].
 		</li>
 		</li>
 		<li>
 		<li>
 			<b>Textures non-colorées:</b> Les textures qui ne stockent aucune information de couleur (comme .normalMap
 			<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)
 			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.
 			peuvent être représentées par d'autres encodages non-linéaires pour des raisons techniques.
 		</li>
 		</li>
 	</ul>
 	</ul>
@@ -211,11 +211,11 @@ THREE.ColorManagement.enabled = true;
 	<p>
 	<p>
 		La sortie d'un écran, d'une image, ou d'une vidéo peut impliquer la conversion depuis un espace colorimétrique
 		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
 		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>
 	</p>
 
 
 	<code>
 	<code>
-renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 	</code>
 	</code>
 
 
 	<ul>
 	<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
 			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
 			che non sono già nello spazio colore di lavoro Linear-sRGB devono essere
 			convertiti e alle texture deve essere assegnata la corretta assegnazione
 			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
 			CSS in sRGB) possono essere effettuate automaticamente se la modalità di
 			gestione del colore legacy è disabilitata prima dell'inizializzazione dei
 			gestione del colore legacy è disabilitata prima dell'inizializzazione dei
 			colori:
 			colori:
@@ -212,16 +212,16 @@
 				<b>Colori delle texture:</b> Le [page:Texture Texture] PNG o JPEG
 				<b>Colori delle texture:</b> Le [page:Texture Texture] PNG o JPEG
 				contenti informazioni sul colore (come .map o .emissiveMap) usano lo
 				contenti informazioni sul colore (come .map o .emissiveMap) usano lo
 				spazio colore sRGB a dominio chiuso, e devono essere annotate con
 				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
 				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,∞].
 				contenere valori nel dominio aperto [0,∞].
 			</li>
 			</li>
 			<li>
 			<li>
 				<b>Texture non a colori:</b> Le texture che non memorizzano informazioni
 				<b>Texture non a colori:</b> Le texture che non memorizzano informazioni
 				relative ai colori (come .normalMap o .roughnessMap) non hanno associato
 				relative ai colori (come .normalMap o .roughnessMap) non hanno associato
 				uno spazio colore, e generalmente usano l'annotazione (predefinita)
 				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
 				colori possono essere rappresentati con altre codifiche non lineari per
 				motivi tecnici.
 				motivi tecnici.
 			</li>
 			</li>
@@ -259,11 +259,11 @@
 			può comportare la conversione dallo spazio colore di lavoro Linear-sRGB di
 			può comportare la conversione dallo spazio colore di lavoro Linear-sRGB di
 			dominio aperto a un altro spazio di colore. Questa conversione può essere
 			dominio aperto a un altro spazio di colore. Questa conversione può essere
 			eseguita nel passaggio di rendering principale
 			eseguita nel passaggio di rendering principale
-			([page:WebGLRenderer.outputEncoding]), o durante il post-processing.
+			([page:WebGLRenderer.outputColorSpace]), o durante il post-processing.
 		</p>
 		</p>
 
 
 		<code>
 		<code>
-			renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+			renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 		</code>
 		</code>
 
 
 		<ul>
 		<ul>

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

@@ -156,7 +156,7 @@
 	<p>
 	<p>
 		Cores fornecidas ao three.js — de seletores de cores, texturas, modelos 3D e outras fontes —
 		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,
 		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
 		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:
 		o modo de gerenciamento de cores herdado é desabilitado antes de inicializar as cores:
 	</p>
 	</p>
@@ -177,14 +177,14 @@ THREE.ColorManagement.enabled = true;
 		<li>
 		<li>
 			<b>Texturas de cores:</b> PNG ou JPEG [page:Texture Textures] contendo informações de cores
 			<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
 			(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,∞].
 			e podem conter valores no domínio aberto [0,∞].
 		</li>
 		</li>
 		<li>
 		<li>
 			<b>Texturas não coloridas:</b> Texturas que não armazenam informações de cores (como .normalMap
 			<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)
 			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.
 			podem ser representados com outras codificações não lineares por motivos técnicos.
 		</li>
 		</li>
 	</ul>
 	</ul>
@@ -211,11 +211,11 @@ THREE.ColorManagement.enabled = true;
 	<p>
 	<p>
 		A saída para um dispositivo de exibição, imagem ou vídeo pode envolver a conversão do domínio aberto
 		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
 		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>
 	</p>
 
 
 	<code>
 	<code>
-renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
+renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processing
 	</code>
 	</code>
 
 
 	<ul>
 	<ul>

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

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