فهرست منبع

Docs: Remove pages about internals. (#22775)

Michael Herzog 3 سال پیش
والد
کامیت
54a176c27e

+ 2 - 4
docs/api/en/renderers/WebGLRenderer.html

@@ -109,15 +109,13 @@
 		<p>
 		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
 
-		- [page:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
-			According to [link:https://webglstats.com/ WebGLStats], as of February 2016 over 95% of WebGL enabled devices support this.<br />
+		- [page:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.<br />
 		- [page:Boolean floatVertexTextures]: *true* if [page:Boolean floatFragmentTextures] and [page:Boolean vertexTextures] are both true.<br />
 		- [page:Method getMaxAnisotropy](): Returns the maximum available anisotropy.<br />
 		- [page:Method getMaxPrecision](): Returns the maximum available precision for vertex and fragment shaders. <br />
 		- [page:Boolean isWebGL2]: *true* if the context in use is a WebGL2RenderingContext object.<br />
 		- [page:Boolean logarithmicDepthBuffer]: *true* if the [page:parameter logarithmicDepthBuffer] was set to true in the constructor and
-		the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.
-			According to [link:https://webglstats.com/ WebGLStats], as of February 2016 around 66% of WebGL enabled devices support this.<br />
+		the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.<br />
 		- [page:Integer maxAttributes]: The value of *gl.MAX_VERTEX_ATTRIBS*.<br />
 		- [page:Integer maxCubemapSize]: The value of *gl.MAX_CUBE_MAP_TEXTURE_SIZE*.
 		Maximum height * width of cube map textures that a shader can use.<br />

+ 2 - 2
docs/api/en/renderers/webgl/WebGLProgram.html

@@ -138,10 +138,10 @@
 		<p>The actual shader program.</p>
 
 		<h3>[property:WebGLShader vertexShader]</h3>
-		<p>An instance of [page:WebGLShader] representing the vertex shader.</p>
+		<p>The vertex shader.</p>
 
 		<h3>[property:WebGLShader fragmentShader]</h3>
-		<p>An instance of [page:WebGLShader] representing the frament shader.</p>
+		<p>The frament shader.</p>
 
 		<h2>Methods</h2>
 

+ 0 - 50
docs/api/en/renderers/webgl/WebGLShader.html

@@ -1,50 +0,0 @@
-<!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">A lower level function to compile either a vertex or fragment shader.</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const gl = renderer.getContext();
-
-		const glVertexShader = new THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexSourceCode );
-		const glFragmentShader = new THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentSourceCode );
-
-		const program = gl.createProgram();
-
-		gl.attachShader( program, glVertexShader );
-		gl.attachShader( program, glFragmentShader );
-
-		gl.linkProgram( program );
-		</code>
-
-		<h2>Function</h2>
-
-		<h3>[page:WebGLShader objects]([page:WebGLContext gl], [page:WebGLEnum type], [page:String source])</h3>
-
-		<p>
-		gl -- The current WebGL context
-		type -- The WebGL type, either gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
-		source -- The source code for the shader
-		</p>
-		<p>
-		This will compile an individual shader, but won't link it to be a complete [page:WebGLProgram]. Note: this
-		is a function so the new operator should not be used.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 61
docs/api/en/renderers/webgl/WebGLState.html

@@ -1,61 +0,0 @@
-<!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"></p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null enable]( [param:Integer id], [param:Boolean boolean] )</h3>
-		<p>
-		TODO
-		</p>
-
-		<h3>[method:null disable]( [param:Integer id], [param:Boolean boolean] )</h3>
-		<p>
-		TODO
-		</p>
-
-		<h3>[method:null setDepthTest]( [param:Boolean depthTest] )</h3>
-		<p>
-		depthTest -- The boolean to decide if depth of a fragment needs to be tested against the depth buffer . <br />
-		</p>
-		<p>
-		This sets, based on depthTest, whether or not the depth data needs to be tested against the depth buffer.
-		</p>
-
-		<h3>[method:null setDepthWrite]( [param:Boolean depthWrite] )</h3>
-		<p>
-		depthWrite -- The boolean to decide if depth of a fragment needs to be kept. <br />
-		</p>
-		<p>
-		This sets, based on depthWrite, whether or not the depth data needs to be written in the depth buffer.
-		</p>
-
-		<h3>[method:null setBlending]( [param:number blending], [param:number blendEquation], [param:number blendSrc], [param:number blendDst] )</h3>
-		<p>
-		blending -- A number indicating the blending mode. Possible value are THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending or THREE.CustomBlending <br />
-		blendEquation -- When blending is THREE.CustomBlending, then you can set the blendEquation. Possible values are THREE.AddEquation, THREE.SubtractEquation or THREE.ReverseSubtractEquation.<br />
-		blendSrc -- When blending is THREE.CustomBlending, then you can set the blendSrc. Possible values are THREE.ZeroFactor, THREE.OneFactor,THREE.SrcColorFactor, THREE.OneMinusSrcColorFactor, THREE.SrcAlphaFactor, THREE.OneMinusSrcAlphaFactor, THREE.DstAlphaFactor, THREE.OneMinusDstAlphaFactor, THREE.DstColorFactor,THREE.OneMinusDstColorFactor or THREE.SrcAlphaSaturateFactor<br />
-		blendDst -- When blending is THREE.CustomBlending, then you can set the blendDst. Possible values are THREE.ZeroFactor, THREE.OneFactor,THREE.SrcColorFactor, THREE.OneMinusSrcColorFactor, THREE.SrcAlphaFactor, THREE.OneMinusSrcAlphaFactor, THREE.DstAlphaFactor, THREE.OneMinusDstAlphaFactor, THREE.DstColorFactor,THREE.OneMinusDstColorFactor or THREE.SrcAlphaSaturateFactor
-		</p>
-		<p>
-		This method sets the correct blending.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 2 - 4
docs/api/zh/renderers/WebGLRenderer.html

@@ -97,15 +97,13 @@
 		<p>
 			一个包含当前渲染环境([link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext])的功能细节的对象。<br />
 
-		- [page:Boolean floatFragmentTextures]: 环境是否支持[link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float]扩展。
-			根据[link:https://webglstats.com/ WebGLStats], 截至2016年2月,超过95%的支持WebGL的设备支持此功能<br />
+		- [page:Boolean floatFragmentTextures]: 环境是否支持[link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float]扩展<br />
 		- [page:Boolean floatVertexTextures]: 如果[page:Boolean floatFragmentTextures]和[page:Boolean vertexTextures]都是true, 则此值为*true* <br />
 		- [page:Method getMaxAnisotropy](): 返回最大可用各向异性。<br />
 		- [page:Method getMaxPrecision](): 返回顶点着色器和片元着色器的最大可用精度。 <br />
 		- [page:Boolean isWebGL2]: *true* if the context in use is a WebGL2RenderingContext object.<br />
 		- [page:Boolean logarithmicDepthBuffer]: 如果[page:parameter logarithmicDepthBuffer]在构造器中被设为true且
-		环境支持[link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth]扩展,则此值为*true*
-			根据[link:https://webglstats.com/ WebGLStats], 截至2016年2月, 约66%的支持WebGL的设备支持此功能<br />
+		环境支持[link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth]扩展,则此值为*true*<br />
 		- [page:Integer maxAttributes]: *gl.MAX_VERTEX_ATTRIBS*的值<br />
 		- [page:Integer maxCubemapSize]: *gl.MAX_CUBE_MAP_TEXTURE_SIZE* 的值,着色器可使用的立方体贴图纹理的最大宽度*高度<br />
 		- [page:Integer maxFragmentUniforms]: *gl.MAX_FRAGMENT_UNIFORM_VECTORS*的值,片元着色器可使用的全局变量(uniforms)数量<br />

+ 2 - 2
docs/api/zh/renderers/webgl/WebGLProgram.html

@@ -128,10 +128,10 @@
 		<p>The actual shader program.</p>
 
 		<h3>[property:WebGLShader vertexShader]</h3>
-		<p>An instance of [page:WebGLShader] representing the vertex shader.</p>
+		<p>The vertex shader.</p>
 
 		<h3>[property:WebGLShader fragmentShader]</h3>
-		<p>An instance of [page:WebGLShader] representing the frament shader.</p>
+		<p>The frament shader.</p>
 
 		<h2>方法</h2>
 

+ 0 - 51
docs/api/zh/renderers/webgl/WebGLShader.html

@@ -1,51 +0,0 @@
-<!DOCTYPE html>
-<html lang="zh">
-	<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">编译顶点或片元着色器的更底层的函数</p>
-
-		<h2>代码示例</h2>
-
-		<code>
-		const gl = renderer.getContext();
-
-		const glVertexShader = new THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexSourceCode );
-		const glFragmentShader = new THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentSourceCode );
-
-		const program = gl.createProgram();
-
-		gl.attachShader( program, glVertexShader );
-		gl.attachShader( program, glFragmentShader );
-
-		gl.linkProgram( program );
-		</code>
-
-		<h2>函数</h2>
-
-		<h3>[page:WebGLShader objects]([page:WebGLContext gl], [page:WebGLEnum type], [page:String source])</h3>
-
-		<p>
-		gl -- 当前的WebGL环境
-		type -- WebGL类型,值是gl.VERTEX_SHADER 或者 gl.FRAGMENT_SHADER
-		source -- 着色器源码
-		</p>
-		<p>
-		此函数将编译一个独立的着色器,不会将它和一个完整的[page:WebGLProgram]链接起来。
-		说明: 这是一个函数,因此不应该使用新的操作符。
-
-		</p>
-
-		<h2>源码</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 61
docs/api/zh/renderers/webgl/WebGLState.html

@@ -1,61 +0,0 @@
-<!DOCTYPE html>
-<html lang="zh">
-	<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"></p>
-
-
-		<h2>方法</h2>
-
-		<h3>[method:null enable]( [param:Integer id], [param:Boolean boolean] )</h3>
-		<p>
-		TODO
-		</p>
-
-		<h3>[method:null disable]( [param:Integer id], [param:Boolean boolean] )</h3>
-		<p>
-		TODO
-		</p>
-
-		<h3>[method:null setDepthTest]( [param:Boolean depthTest] )</h3>
-		<p>
-		depthTest -- 决定是否需要基于深度缓存对片元进行深度测试的布尔值<br />
-		</p>
-		<p>
-		该方法设置了depthTest的值,故可决定是否需要基于深度缓存测试深度数据
-		</p>
-
-		<h3>[method:null setDepthWrite]( [param:Boolean depthWrite] )</h3>
-		<p>
-		depthWrite -- 决定是否需要保持片元深度的布尔值<br />
-		</p>
-		<p>
-		该方法设置depthWrite的值,故可决定是否要将深度数据写入深度缓存中
-		</p>
-
-		<h3>[method:null setBlending]( [param:number blending], [param:number blendEquation], [param:number blendSrc], [param:number blendDst] )</h3>
-		<p>
-		blending -- 一个表示混合模式的数字。可能的值有THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending 和 THREE.CustomBlending <br />
-		blendEquation -- 如果blending的值是THREE.CustomBlending,那么你可以设置blendEquation. 可能的值有THREE.AddEquation, THREE.SubtractEquation 和 THREE.ReverseSubtractEquation.<br />
-		blendSrc -- 如果blending的值是THREE.CustomBlending, 那么你可以设置blendSrc.可能的值有THREE.ZeroFactor, THREE.OneFactor,THREE.SrcColorFactor, THREE.OneMinusSrcColorFactor, THREE.SrcAlphaFactor, THREE.OneMinusSrcAlphaFactor, THREE.DstAlphaFactor, THREE.OneMinusDstAlphaFactor, THREE.DstColorFactor,THREE.OneMinusDstColorFactor 和 THREE.SrcAlphaSaturateFactor<br />
-		blendDst -- 如果blending的值是THREE.CustomBlending, 那么你可以设置blendDst. 可能的值有THREE.ZeroFactor, THREE.OneFactor,THREE.SrcColorFactor, THREE.OneMinusSrcColorFactor, THREE.SrcAlphaFactor, THREE.OneMinusSrcAlphaFactor, THREE.DstAlphaFactor, THREE.OneMinusDstAlphaFactor, THREE.DstColorFactor,THREE.OneMinusDstColorFactor or THREE.SrcAlphaSaturateFactor
-		</p>
-		<p>
-		该方法设置正确的混合
-		</p>
-
-
-		<h2>源码</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 2 - 6
docs/list.json

@@ -427,9 +427,7 @@
 			},
 
 			"WebGLRenderer": {
-				"WebGLProgram": "api/en/renderers/webgl/WebGLProgram",
-				"WebGLShader": "api/en/renderers/webgl/WebGLShader",
-				"WebGLState": "api/en/renderers/webgl/WebGLState"
+				"WebGLProgram": "api/en/renderers/webgl/WebGLProgram"
 			}
 
 		}
@@ -926,9 +924,7 @@
 			},
 
 			"WebGL渲染器": {
-				"WebGLProgram": "api/zh/renderers/webgl/WebGLProgram",
-				"WebGLShader": "api/zh/renderers/webgl/WebGLShader",
-				"WebGLState": "api/zh/renderers/webgl/WebGLState"
+				"WebGLProgram": "api/zh/renderers/webgl/WebGLProgram"
 			}
 
 		}