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Translate the textures page in constants.

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      docs/api/zh/constants/Textures.html

+ 151 - 157
docs/api/zh/constants/Textures.html

@@ -1,17 +1,19 @@
 <!DOCTYPE html>
 <html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Texture Constants</h1>
-
-		<h2>Mapping Modes</h2>
-		<code>
+
+<head>
+	<meta charset="utf-8" />
+	<base href="../../../" />
+	<script src="list.js"></script>
+	<script src="page.js"></script>
+	<link type="text/css" rel="stylesheet" href="page.css" />
+</head>
+
+<body>
+	<h1>材质常量(Texture Constants)</h1>
+
+	<h2>映射模式</h2>
+	<code>
 		THREE.UVMapping
 		THREE.CubeReflectionMapping
 		THREE.CubeRefractionMapping
@@ -22,70 +24,65 @@
 		THREE.CubeUVRefractionMapping
 		</code>
 
-		<p>
-		These define the texture's mapping mode.<br />
-		[page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
+	<p>
+		这些常量定义了纹理贴图的映射模式。<br />
+		[page:Constant UVMapping]是默认值,纹理使用网格的坐标来进行映射。<br /><br />
+		其它的值定义了环境映射的类型。<br /><br />
 
-		The rest define environment mapping types.<br /><br />
+		[page:Constant CubeReflectionMapping] 和 [page:Constant CubeRefractionMapping] 用于 [page:CubeTexture CubeTexture] ——
+		由6个纹理组合而成,每个纹理都是立方体的一个面。
 
-		[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
-		use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.
-		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
+		对于[page:CubeTexture CubeTexture]来说,[page:Constant CubeReflectionMapping]是其默认值。<br /><br />
 
-		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
-		are for use with an equirectangular environment map.  Also called a lat-long map, an equirectangular
-		texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
-		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
-		of a mapped sphere.<br /><br />
+		[page:Constant EquirectangularReflectionMapping] 和 [page:Constant EquirectangularRefractionMapping]
+		用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
+		<br /><br />
 
-		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained
-		by cropping a photograph of a mirrored ball.  Sphere maps will be rendered "facing" the camera, irrespective
-		of the position of the camera relative to the cubemapped object or surface.<br /><br />
+		[page:Constant SphericalReflectionMapping] 用球形反射贴图,例如它可以通过剪裁镜面球的照片来获得。
+		无论摄像机相对于立方贴图对象或者表面的位置时怎样的,球形贴图被渲染时将会“面朝”摄像机。<br /><br />
 
-		See the [example:webgl_materials_envmaps materials / envmaps] example.
-		</p>
+		请查看示例:[example:webgl_materials_envmaps materials / envmaps] 。
+	</p>
 
 
-		<h2>Wrapping Modes</h2>
-		<code>
+	<h2>包裹模式</h2>
+	<code>
 		THREE.RepeatWrapping
 		THREE.ClampToEdgeWrapping
 		THREE.MirroredRepeatWrapping
 		</code>
-		<p>
-		These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
-		which define horizontal and vertical texture wrapping.<br /><br />
+	<p>
+		这些常量定义了纹理贴图的 [page:Texture.wrapS wrapS] 和 [page:Texture.wrapT wrapT] 属性,定义了水平和垂直方向上纹理的包裹方式。
+		<br /><br />
 
+		使用[page:constant RepeatWrapping],纹理将简单地重复到无穷大。
 		With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
 
-		[page:constant ClampToEdgeWrapping] is the default.
-		The last pixel of the texture stretches to the edge of the mesh.<br /><br />
+		[page:constant ClampToEdgeWrapping]是默认值,纹理中的最后一个像素将延伸到网格的边缘。<br /><br />
 
-		With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.
-		</p>
+		使用[page:constant MirroredRepeatWrapping], 纹理将重复到无穷大,在每次重复时将进行镜像。
+	</p>
 
-		<h2>Magnification Filters</h2>
-		<code>
+	<h2>Magnification Filters
+		放大滤镜
+	</h2>
+	<code>
 		THREE.NearestFilter
 		THREE.LinearFilter
 		</code>
 
-		<p>
-		For use with a texture's [page:Texture.magFilter magFilter]	property,
-		these define the texture magnification function to be used when the pixel being textured maps to an
-		area less than or equal to one texture element (texel).<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.magFilter magFilter]属性,它们定义了当被纹理化的像素映射到小于或者等于1纹理元素(texel)的区域时,将要使用的纹理放大函数。<br /><br />
 
-		[page:constant NearestFilter] returns the value of the texture element that is nearest
-		(in Manhattan distance) to the specified texture coordinates.<br /><br />
+		[page:constant NearestFilter]返回与指定纹理坐标(在曼哈顿距离之内)最接近的纹理元素的值。<br /><br />
+		[page:constant LinearFilter]是默认值,返回距离指定的纹理坐标最近的四个纹理元素的加权平均值,
+		并且可以包含纹理的其他部分中,被包裹或者被重复的项目,具体取决于 [page:Texture.wrapS wrapS] 和 [page:Texture.wrapT wrapT] 的值,and on the exact mapping。
 
-		[page:constant LinearFilter] is the default and returns the weighted average
-		of the four texture elements that are closest to the specified texture coordinates,
-		and can include items wrapped or repeated from other parts of a texture,
-		depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
-		</p>
+	</p>
 
-		<h2>Minification Filters</h2>
-		<code>
+	<h2>缩小滤镜
+		Minification Filters</h2>
+	<code>
 		THREE.NearestFilter
 		THREE.NearestMipMapNearestFilter
 		THREE.NearestMipMapLinearFilter
@@ -94,37 +91,32 @@
 		THREE.LinearMipMapLinearFilter
 		</code>
 
-		<p>
-		For use with a texture's [page:Texture.minFilter minFilter]	property, these define
-		the texture minifying function that is used whenever the pixel being textured maps
-		to an area greater than one texture element (texel).<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.minFilter minFilter]属性,它们定义了当被纹理化的像素映射到大于1纹理元素(texel)的区域时,将要使用的纹理缩小函数。<br /><br />
 
-		In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
-		the following four functions can be used for minification:<br /><br />
+		除了[page:constant NearestFilter] 和 [page:constant LinearFilter],
+		下面的四个函数也可以用于缩小:<br /><br />
 
-		[page:constant NearestMipMapNearestFilter] chooses the mipmap that most closely
-		matches the size of the pixel being textured
-		and uses the [page:constant NearestFilter] criterion (the texel nearest to the
-		center of the pixel) to produce a texture value.<br /><br />
+		[page:constant NearestMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
+		<br /><br />
 
-		[page:constant NearestMipMapLinearFilter] chooses the two mipmaps that most closely
-		match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
-		a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
+		[page:constant NearestMipMapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
+		<br /><br />
 
-		[page:constant LinearMipMapNearestFilter] chooses the mipmap that most closely matches
-		the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		(a weighted average of the four texels that are closest to the center of the pixel)
-		to produce a texture value.<br /><br />
+		[page:constant LinearMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
+		<br /><br />
 
-		[page:constant LinearMipMapLinearFilter] is the default and chooses the two mipmaps
-		that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
+		[page:constant LinearMipMapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />
 
-		See the [example:webgl_materials_texture_filters materials / texture / filters] example.
-		</p>
+		请查看示例:[example:webgl_materials_texture_filters materials / texture / filters]。
+	</p>
 
-		<h2>Types</h2>
-		<code>
+	<h2>类型</h2>
+	<code>
 		THREE.UnsignedByteType
 		THREE.ByteType
 		THREE.ShortType
@@ -138,14 +130,14 @@
 		THREE.UnsignedShort565Type
 		THREE.UnsignedInt248Type
 		</code>
-		<p>
-		For use with a texture's [page:Texture.type type]	property, which must correspond to the correct format. See below for details.<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.type type]属性,这些属性必须与正确的格式相对应。详情请查看下方。<br /><br />
 
-		[page:constant UnsignedByteType] is the default.
-		</p>
+		[page:constant UnsignedByteType] 是默认值。
+	</p>
 
-		<h2>Formats</h2>
-		<code>
+	<h2>格式</h2>
+	<code>
 		THREE.AlphaFormat
 		THREE.RGBFormat
 		THREE.RGBAFormat
@@ -155,91 +147,93 @@
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
 		</code>
-		<p>
-		For use with a texture's [page:Texture.format format]	property, these define
-		how elements of a 2d texture, or *texels*, are read by shaders.<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.format format]属性,它们定义了shader(着色器)将如何读取的2D纹理或者*texels*(纹理元素)的元素。.<br /><br />
 
-		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
+		[page:constant AlphaFormat] 丢弃红、绿、蓝分量,仅读取Alpha分量。<br /><br />
 
-		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
+		[page:constant RGBFormat] 丢弃Alpha分量,仅读取红、绿、蓝分量。<br /><br />
 
-		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
+		[page:constant RGBAFormat] 是默认值,它将读取红、绿、蓝和Alpha分量。<br /><br />
 
-		[page:constant LuminanceFormat] reads each element as a single luminance component.
-		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
-		 into an RGBA element by placing the luminance value in the red, green and blue channels,
-		 and attaching 1.0 to the alpha channel.<br /><br />
 
-		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
-		The same process occurs as for the [page:constant LuminanceFormat], except that the
-		alpha channel may have values other than *1.0*.<br /><br />
+		[page:constant LuminanceFormat] 将每个元素作为单独的亮度分量来读取。
+		将其转换为范围限制在[0,1]区间的浮点数,然后通过将亮度值放入红、绿、蓝通道,并将1.0赋给Alpha通道,来组装成一个RGBA元素。<br /><br />
 
-		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
 
-		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
-		This is the default for [page:DepthTexture DepthTexture].<br /><br />
+		[page:constant LuminanceAlphaFormat] 将每个元素同时作为亮度分量和Alpha分量来读取。
+		和上面[page:constant LuminanceFormat]的处理过程是一致的,除了Alpha分量具有除了*1.0*以外的值。<br /><br />
 
-		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
-		The depth component of the pair is interpreted as in [page:constant DepthFormat].
-		The stencil component is interpreted based on the depth + stencil internal format.
-		<br /><br />
+		[page:constant RGBEFormat] 与 [page:constant RGBAFormat] 是相同的。<br /><br />
+
+		[page:constant DepthFormat]将每个元素作为单独的深度值来读取,将其转换为范围限制在[0,1]区间的浮点数。
+		它是[page:DepthTexture DepthTexture]的默认值。<br /><br />
 
-		Note that the texture must have the correct [page:Texture.type type] set, as described above.
-		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
-		</p>
+		[page:constant DepthStencilFormat]将每个元素同时作为一对深度值和模板值来读取。
+		其中的深度分量解释为[page:constant DepthFormat]。
+		模板分量基于深度+模板的内部格式来进行解释。
+
+		<br /><br />
+		请注意,纹理必须具有正确的[page:Texture.type type]设置,正如上一节所描述的那样。
+		请参阅[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D
+		WebGLRenderingContext.texImage2D]来获得有关详细信息。
+	</p>
 
-		<h2>DDS / ST3C Compressed Texture Formats</h2>
-		<code>
+	<h2>DDS / ST3C 压缩纹理格式</h2>
+	<code>
 		THREE.RGB_S3TC_DXT1_Format
 		THREE.RGBA_S3TC_DXT1_Format
 		THREE.RGBA_S3TC_DXT3_Format
 		THREE.RGBA_S3TC_DXT5_Format
 		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the
-		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
-		extension. <br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
-		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
-		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
-		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
-		[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.<br />
-		</p>
-
-		<h2>PVRTC Compressed Texture Formats</h2>
-		<code>
+	<p>
+		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format
+		format]属性,需要获得[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
+		WEBGL_compressed_texture_s3tc]扩展的支持。<br /><br />
+
+		通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC]格式将可以使用:<br />
+
+		[page:constant RGB_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像。
+		[page:constant RGBA_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像,Alpha仅具有是/否透明两个值。<br />
+		[page:constant RGBA_S3TC_DXT3_Format]:RGBA图像格式的DXT3压缩图像,和32位RGBA纹理贴图相比,它提供了4:1的压缩比。<br />
+		[page:constant RGBA_S3TC_DXT5_Format]:RGBA图像格式的DXT5压缩图像,它也提供了4:1的压缩比,但与DX3格式的不同之处在于其Alpha是如何被压缩的。<br />
+	</p>
+
+	<h2>PVRTC 压缩纹理格式
+		PVRTC Compressed Texture Formats</h2>
+	<code>
 		THREE.RGB_PVRTC_4BPPV1_Format
 		THREE.RGB_PVRTC_2BPPV1_Format
 		THREE.RGBA_PVRTC_4BPPV1_Format
 		THREE.RGBA_PVRTC_2BPPV1_Format
 		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
-		extension. <br />
-		PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.<br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:<br />
-		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		</p>
-
-		<h2>ETC Compressed Texture Format</h2>
-		<code>
+	<p>
+		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
+		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
+		WEBGL_compressed_texture_pvrtc]扩展的支持。<br />
+		PVRTC通常只在具有PowerVR芯片的移动设备上可用,这些设备主要是苹果设备。<br /><br />
+
+
+		通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/PVRTC PVRTC]格式将可以使用:<br />
+
+		[page:constant RGB_PVRTC_4BPPV1_Format]:4位模式下的RGB压缩,每4x4像素一个块。<br />
+		[page:constant RGB_PVRTC_2BPPV1_Format]:2位模式下的RGB压缩,每8x4像素一个块。<br />
+		[page:constant RGBA_PVRTC_4BPPV1_Format]: 4位模式下的RGBA压缩,每4x4像素一个块。<br />
+		[page:constant RGBA_PVRTC_2BPPV1_Format]: 2位模式下的RGB压缩,每8x4像素一个块。<br />
+	</p>
+
+	<h2>ETC 压缩纹理格式</h2>
+	<code>
 		THREE.RGB_ETC1_Format
 		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		extension. <br /><br />
-		</p>
-
-		<h2>Encoding</h2>
-		<code>
+	<p>
+		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
+		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
+		WEBGL_compressed_texture_etc1]扩展的支持。<br /><br />
+	</p>
+
+	<h2>编码</h2>
+	<code>
 		THREE.LinearEncoding
 		THREE.sRGBEncoding
 		THREE.GammaEncoding
@@ -251,18 +245,18 @@
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>
-		<p>
-		For use with a Texture's [page:Texture.encoding encoding]	property.<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.encoding encoding]属性。<br /><br />
 
-		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 />
+		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 />
 
-		[page:constant LinearEncoding] is the default.
-		Values other than this are only valid for a material's map, envMap and emissiveMap.
-		</p>
+		[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。
+	</p>
 
-		<h2>Source</h2>
+	<h2>源代码</h2>
+	[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+</body>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-	</body>
-</html>
+</html>