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Update PMREMGenerator.html (#25713)

Improve the Chinese translation of PMREMGenerator
幽离 2 years ago
parent
commit
8988a1c5a3
1 changed files with 23 additions and 26 deletions
  1. 23 26
      docs/api/zh/extras/PMREMGenerator.html

+ 23 - 26
docs/api/zh/extras/PMREMGenerator.html

@@ -10,67 +10,64 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
-			This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special
-			CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE.
-			Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
-			filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
-			resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
+			此类从立方体贴图环境纹理生成经过预过滤的Mipmapped辐射环境贴图(PMREM)。
+			这允许根据材料粗糙度快速访问不同级别的模糊。
+			它被打包成一种特殊的CubeUV格式,允许我们执行自定义插值,以便我们可以支持RGBE等非线性格式。
+			与传统的mipmap链不同,它只下降到LOD_MIN级别(上图),然后以相同的 LOD_MIN 分辨率创建额外的甚至更多的过滤“mips”,并与更高的粗糙度级别相关联。
+			通过这种方式,我们保持分辨率以平滑地插入漫射照明,同时限制采样计算。
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 		<h3>[name]( [param:WebGLRenderer renderer] )</h3>
 		<p>
-		This constructor creates a new [name].
+			此构造函数创建一个新的[name]。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:WebGLRenderTarget fromScene]( [param:Scene scene], [param:Number sigma], [param:Number near], [param:Number far] )</h3>
 		<p>
-			[page:Scene scene] - The given scene.<br>
-			[page:Number sigma] - (optional) Specifies a blur radius in radians to be applied to the scene before PMREM generation. Default is *0*.<br>
-			[page:Number near] - (optional) The near plane value. Default is *0.1*.<br>
-			[page:Number far] - (optional) The far plane value. Default is *100*.<br /><br />
+			[page:Scene scene] - 给定的场景<br>
+			[page:Number sigma] - (可选)指定在PMREM生成之前应用于场景的以弧度为单位的模糊半径。默认为0。<br>
+			[page:Number near] - (可选)近平面值,默认值为0.1。<br>
+			[page:Number far] - (可选)远平面值。默认值为100。<br /><br />
 
-			Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low.
-			Optional near and far planes ensure the scene is rendered in its entirety (the cubeCamera is placed at the origin).
+			从提供的场景生成PMREM,如果网络带宽较低,这可能比使用图像更快。可选的近平面和远平面确保场景被完整渲染(cubeCamera放置在原点)。
 		</p>
 
 		<h3>[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangular] )</h3>
 		<p>
-			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
+			[page:Texture equirectangular] - equirectangular纹理。<br /><br />
 
-			Generates a PMREM from an equirectangular texture, which can be either LDR or HDR.
-			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
+			从等距柱状纹理生成PMREM,可以是LDR或HDR。理想的输入图像大小为1k(1024x512),因为这与256x256立方体贴图输出最匹配。
 		</p>
 
 		<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
 		<p>
-			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
+			[page:CubeTexture cubemap] - 立方体贴图纹理。<br /><br />
 
-			Generates a PMREM from an cubemap texture, which can be either LDR or HDR.
-			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
+			从立方体贴图纹理生成PMREM,可以是LDR或HDR。理想的输入立方体大小为256x256,因为这与 256x256立方体贴图输出最匹配。
 		</p>
 
 		<h3>[method:undefined compileCubemapShader]()</h3>
 		<p>
-			Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
+			预编译立方体贴图着色器。您可以通过在纹理的网络获取期间调用此方法来提高并发性,从而加快启动速度。
 		</p>
 
 		<h3>[method:undefined compileEquirectangularShader]()</h3>
 		<p>
-			Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
+			预编译等距柱状着色器。您可以通过在纹理的网络获取期间调用此方法来提高并发性,从而加快启动速度。
 		</p>
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-			Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one
-			PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable.
+			处理PMREMGenerator的内部存储器。
+			请注意,PMREMGenerator是一个静态类,因此您不需要多个PMREMGenerator对象。
+			如果这样做,对其中之一调用dispose()将导致任何其他对象也变得不可用。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码(Source</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]