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Docs: Improve `WebGLRenderer` page. (#26963)

Michael Herzog 1 年之前
父節點
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641b108d10

+ 5 - 4
docs/api/ar/renderers/WebGLRenderer.html

@@ -354,17 +354,18 @@
 		</h3>
 		</h3>
 		<p>
 		<p>
 		يجمع جميع المواد في المشهد مع الكاميرا. هذا مفيد لـ
 		يجمع جميع المواد في المشهد مع الكاميرا. هذا مفيد لـ
-		تجميع الشادرات قبل العرض الأول.
+		تجميع الشادرات قبل العرض الأول. <br />
+		لاحظ أنه يجب تكوين إضاءة المشهد قبل استدعاء هذه الطريقة.
 		</p>
 		</p>
 
 
 		<h3>
 		<h3>
 			[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )
 			[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )
 		</h3>
 		</h3>
 		<p>
 		<p>
-			Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the 
-			given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
+			إصدار غير متزامن من [page:WebGLRenderer.compile .compile](). تقوم الطريقة بإرجاع Promise 
+			الذي يتم حله عندما يمكن عرض الكائن أو المشهد ثلاثي الأبعاد المحدد دون توقف غير ضروري بسبب تجميع التظليل.<br /><br />
 			
 			
-			This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
+			تستخدم هذه الطريقة *KHR_parallel_shader_compile*.
 		</p>
 		</p>
 		 
 		 
 		<h3>
 		<h3>

+ 5 - 4
docs/api/en/renderers/WebGLRenderer.html

@@ -351,15 +351,16 @@ document.body.appendChild( renderer.domElement );
 			[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )
 			[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )
 		</h3>
 		</h3>
 		<p>
 		<p>
-			Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.
-		</p>
+			Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering. <br />
+			Note that the scene's lighting should be configured before calling this method.
+		</p>	
 
 
 		<h3>
 		<h3>
 			[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )
 			[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )
 		</h3>
 		</h3>
 		<p>
 		<p>
-			Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the 
-			given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
+			Asynchronous version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the 
+			given scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
 			
 			
 			This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
 			This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
 		</p>
 		</p>

+ 7 - 4
docs/api/it/renderers/WebGLRenderer.html

@@ -308,13 +308,16 @@
 		<p>Cancella il buffer di stencil. Equivalente a chiamare [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 		<p>Cancella il buffer di stencil. Equivalente a chiamare [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 
 
 		<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
-		<p>Compila tutti i materiali nella scena con la telecamera. Questo è utile per precompilare le ombre prima del primo rendering.</p>
+		<p>
+			Compila tutti i materiali nella scena con la telecamera. Questo è utile per precompilare le ombre prima del primo rendering.<br/>
+			Tieni presente che l'illuminazione della scena deve essere configurata prima di chiamare questo metodo.
+		</p>
 
 
 		<h3>[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<h3>[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>
 		<p>
-			Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the 
-			given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
-			This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
+			Versione asincrona di [page:WebGLRenderer.compile .compile](). Il metodo restituisce una Promise che si risolve quando è possibile eseguire 
+			il rendering di un determinato oggetto 3D o scena senza inutili stalli dovuti alla compilazione dello shader.<br /><br />
+			Questo metodo utilizza *KHR_parallel_shader_compile*.
 		</p>
 		</p>
 
 
 		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
 		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>

+ 6 - 5
docs/api/zh/renderers/WebGLRenderer.html

@@ -269,14 +269,15 @@
 		<p>清除模板缓存。相当于调用[page:WebGLRenderer.clear .clear]( false, false, true )</p>
 		<p>清除模板缓存。相当于调用[page:WebGLRenderer.clear .clear]( false, false, true )</p>
 
 
 		<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
-		<p>使用相机编译场景中的所有材质。这对于在首次渲染之前预编译着色器很有用。</p>
+		<p>
+			使用相机编译场景中的所有材质。这对于在首次渲染之前预编译着色器很有用。<br />
+			请注意,在调用此方法之前应配置场景的照明。
+		</p>
 
 
 		<h3>[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<h3>[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>
 		<p>
-			Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the 
-			given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
-			
-			This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
+			[page:WebGLRenderer.compile .compile]() 的异步版本。该方法返回一个 Promise。它解决了何时可以渲染给定的 3D 对象或场景,而不会因着色器编译而出现不必要的停顿。<br /><br />
+			此方法利用 *KHR_parallel_shader_compile*。
 		</p>
 		</p>
 
 
 		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
 		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>