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Merge pull request #17768 from mrdoob/donmccurdy-docs-basis-astc

BasisTextureLoader: Update supported formats.
Don McCurdy 5 anni fa
parent
commit
53c898a83f

+ 2 - 2
docs/examples/en/loaders/BasisTextureLoader.html

@@ -58,8 +58,8 @@
 			BasisTextureLoader transcodes input textures in '.basis' format to an
 			BasisTextureLoader transcodes input textures in '.basis' format to an
 			appropriate compressed texture format for the target device, where
 			appropriate compressed texture format for the target device, where
 			possible. This allows the same source texture to be served across
 			possible. This allows the same source texture to be served across
-			desktop, Android, and iOS devices, and transcoded into DXT, ETC1, or
-			PVRTC1. Other output formats may be supported in the future.
+			desktop, Android, and iOS devices, and transcoded into ASTC, DXT, ETC1,
+			or PVRTC1. Other output formats may be supported in the future.
 		</p>
 		</p>
 		<p>
 		<p>
 			Transcoding to PVRTC1 (for iOS) requires square power-of-two textures.
 			Transcoding to PVRTC1 (for iOS) requires square power-of-two textures.

+ 2 - 2
docs/examples/zh/loaders/BasisTextureLoader.html

@@ -58,8 +58,8 @@
 			BasisTextureLoader transcodes input textures in '.basis' format to an
 			BasisTextureLoader transcodes input textures in '.basis' format to an
 			appropriate compressed texture format for the target device, where
 			appropriate compressed texture format for the target device, where
 			possible. This allows the same source texture to be served across
 			possible. This allows the same source texture to be served across
-			desktop, Android, and iOS devices, and transcoded into DXT, ETC1, or
-			PVRTC1. Other output formats may be supported in the future.
+			desktop, Android, and iOS devices, and transcoded into ASTC, DXT, ETC1,
+			or PVRTC1. Other output formats may be supported in the future.
 		</p>
 		</p>
 		<p>
 		<p>
 			Transcoding to PVRTC1 (for iOS) requires square power-of-two textures.
 			Transcoding to PVRTC1 (for iOS) requires square power-of-two textures.