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Michael Herzog 3 жил өмнө
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+ 60 - 0
docs/api/en/textures/Source.html

@@ -0,0 +1,60 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Represents the data source of a texture.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Any data] )</h3>
+		<p>
+			[page:Any data] -- The data definition of a texture. Default is *null*.
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Any data]</h3>
+		<p>
+		The actual data of a texture. The type of this property depends on the texture that uses this instance.
+		</p>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+		Set this to *true* to trigger a data upload to the GPU next time the source is used.
+		</p>
+
+		<h3>[property:String uuid]</h3>
+		<p>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned, so this shouldn't be edited.
+		</p>
+
+		<h3>[property:Integer version]</h3>
+		<p>
+		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
+		<p>
+		meta -- optional object containing metadata.<br />
+		Convert the data source to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 6 - 0
docs/api/en/textures/Texture.html

@@ -268,6 +268,12 @@
 		references to functions as these will not be cloned.
 		</p>
 
+		<h3>[property:Source source]</h3>
+		<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.
+		</p>
+
 		<h2>Methods</h2>
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>

+ 60 - 0
docs/api/zh/textures/Source.html

@@ -0,0 +1,60 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Represents the data source of a texture.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Any data] )</h3>
+		<p>
+			[page:Any data] -- The data definition of a texture. Default is *null*.
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Any data]</h3>
+		<p>
+		The actual data of a texture. The type of this property depends on the texture that uses this instance.
+		</p>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+		Set this to *true* to trigger a data upload to the GPU next time the source is used.
+		</p>
+
+		<h3>[property:String uuid]</h3>
+		<p>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned, so this shouldn't be edited.
+		</p>
+
+		<h3>[property:Integer version]</h3>
+		<p>
+		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
+		<p>
+		meta -- optional object containing metadata.<br />
+		Convert the data source to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 6 - 0
docs/api/zh/textures/Texture.html

@@ -261,6 +261,12 @@
 		references to functions as these will not be cloned.
 		</p>
 
+		<h3>[property:Source source]</h3>
+		<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.
+		</p>
+
 		<h2>方法</h2>
 
 		<h3>[page:EventDispatcher EventDispatcher]方法在这个类上可以使用。</h3>

+ 2 - 0
docs/list.json

@@ -316,6 +316,7 @@
 				"DataTexture3D": "api/en/textures/DataTexture3D",
 				"DepthTexture": "api/en/textures/DepthTexture",
 				"FramebufferTexture": "api/en/textures/FramebufferTexture",
+				"Source": "api/en/textures/Source",
 				"Texture": "api/en/textures/Texture",
 				"VideoTexture": "api/en/textures/VideoTexture"
 			}
@@ -815,6 +816,7 @@
 				"DataTexture3D": "api/zh/textures/DataTexture3D",
 				"DepthTexture": "api/zh/textures/DepthTexture",
 				"FramebufferTexture": "api/zh/textures/FramebufferTexture",
+				"Source": "api/zh/textures/Source",
 				"Texture": "api/zh/textures/Texture",
 				"VideoTexture": "api/zh/textures/VideoTexture"
 			}