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Эх сурвалжийг харах

Add example to model loading page.

Don McCurdy 6 жил өмнө
parent
commit
8a5ca09d56

+ 165 - 118
docs/manual/en/introduction/Loading-3D-models.html

@@ -2,127 +2,174 @@
 <html lang="en">
 <html lang="en">
 
 
 <head>
 <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" />
+	<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>
 </head>
 
 
 <body>
 <body>
-  <h1>[name]</h1>
-  <br />
-
-  <p>
-    3D models are available in hundreds of file formats, each with different
-    purposes, assorted features, and varying complexity. Although
-    <a href="https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders" target="_blank" rel="noopener">
-    three.js provides many loaders</a>, choosing the right format and
-    workflow will save time and frustration later on. Some formats are
-    difficult to work with, inefficient for realtime experiences, or simply not
-    fully supported at this time.
-  </p>
-
-  <p>
-    This guide provides a workflow recommended for most users, and suggestions
-    for what to try if things don't go as expected.
-  </p>
-
-  <h2>Before we start</h2>
-
-  <p>
-    If you're new to running a local server, begin with
-    [link:#manual/introduction/How-to-run-things-locally how to run things locally]
-    first. Many common errors viewing 3D models can be avoided by hosting files
-    correctly.
-  </p>
-
-  <h2>Recommended workflow</h2>
-
-  <p>
-    Where possible, we recommend using glTF (GL Transmission Format). Both
-    <small>.GLB</small> and <small>.GLTF</small> versions of the format are
-    well supported. Because glTF is focused on runtime asset delivery, it is
-    compact to transmit and fast to load. Features include meshes, materials,
-    textures, skins, skeletons, morph targets, animations, lights, and
-    cameras.
-  </p>
-
-  <p>
-    Public-domain glTF files are available on sites like
-    <a href="https://sketchfab.com/models?features=downloadable&sort_by=-likeCount&type=models" target="_blank" rel="noopener">
-    Sketchfab</a>, or various tools include glTF export:
-  </p>
-
-  <ul>
-    <li><a href="https://github.com/KhronosGroup/glTF-Blender-Exporter" target="_blank" rel="noopener">glTF-Blender-Exporter</a> by the Khronos Group</li>
-    <li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
-    <li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
-    <li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
-    <li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
-    <li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
-    <li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
-    <li>&hellip;and <a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">many more</a></li>
-  </ul>
-
-  <p>
-    If your preferred tools do not support glTF, consider requesting glTF
-    export from the authors, or posting on
-    <a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>.
-  </p>
-
-  <p>
-    When glTF is not an option, popular formats such as FBX, OBJ, or COLLADA
-    are also available and regularly maintained.
-  </p>
-
-  <h2>Troubleshooting</h2>
-
-  <p>
-    You've spent hours modeling an artisanal masterpiece, you load it into
-    the webpage, and — oh no! 😭 It's distorted, miscolored, or missing entirely.
-    Start with these troubleshooting steps:
-  </p>
-
-  <ol>
-    <li>
-      Check the JavaScript console for errors, and make sure you've used an
-      <em>onError</em> callback when calling <em>.load()</em> to log the result.
-    </li>
-    <li>
-      View the model in another application. For glTF, drag-and-drop viewers
-      are available for
-      <a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> and
-      <a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. If the model
-      appears correctly in one or more applications,
-      <a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">file a bug against three.js</a>.
-      If the model cannot be shown in any application, we strongly encourage
-      filing a bug with the application used to create the model.
-    </li>
-    <li>
-      Try scaling the model up or down by a factor of 1000. Many models are
-      scaled differently, and large models may not appear if the camera is
-      inside the model.
-    </li>
-    <li>
-      Look for failed texture requests in the network tab, like
-      <em>C:\\Path\To\Model\texture.jpg</em>. Use paths relative to your
-      model instead, such as <em>images/texture.jpg</em> — this may require
-      editing the model file in a text editor.
-    </li>
-  </ol>
-
-  <h2>Asking for help</h2>
-
-  <p>
-    If you've gone through the troubleshooting process above and your model
-    still isn't working, the right approach to asking for help will get you to
-    a solution faster. Post a question on the
-    <a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a> and, whenever possible,
-    include your model (or a simpler model with the same problem) in any formats
-    you have available. Include enough information for someone else to reproduce
-    the issue quickly — ideally, a live demo.
-  </p>
+	<h1>[name]</h1>
+	<br />
+
+	<p>
+		3D models are available in hundreds of file formats, each with different
+		purposes, assorted features, and varying complexity. Although
+		<a href="https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders" target="_blank" rel="noopener">
+		three.js provides many loaders</a>, choosing the right format and
+		workflow will save time and frustration later on. Some formats are
+		difficult to work with, inefficient for realtime experiences, or simply not
+		fully supported at this time.
+	</p>
+
+	<p>
+		This guide provides a workflow recommended for most users, and suggestions
+		for what to try if things don't go as expected.
+	</p>
+
+	<h2>Before we start</h2>
+
+	<p>
+		If you're new to running a local server, begin with
+		[link:#manual/introduction/How-to-run-things-locally how to run things locally]
+		first. Many common errors viewing 3D models can be avoided by hosting files
+		correctly.
+	</p>
+
+	<h2>Recommended workflow</h2>
+
+	<p>
+		Where possible, we recommend using glTF (GL Transmission Format). Both
+		<small>.GLB</small> and <small>.GLTF</small> versions of the format are
+		well supported. Because glTF is focused on runtime asset delivery, it is
+		compact to transmit and fast to load. Features include meshes, materials,
+		textures, skins, skeletons, morph targets, animations, lights, and
+		cameras.
+	</p>
+
+	<p>
+		Public-domain glTF files are available on sites like
+		<a href="https://sketchfab.com/models?features=downloadable&sort_by=-likeCount&type=models" target="_blank" rel="noopener">
+		Sketchfab</a>, or various tools include glTF export:
+	</p>
+
+	<ul>
+		<li><a href="https://github.com/KhronosGroup/glTF-Blender-Exporter" target="_blank" rel="noopener">glTF-Blender-Exporter</a> by the Khronos Group</li>
+		<li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
+		<li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
+		<li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
+		<li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
+		<li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
+		<li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
+		<li>&hellip;and <a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">many more</a></li>
+	</ul>
+
+	<p>
+		If your preferred tools do not support glTF, consider requesting glTF
+		export from the authors, or posting on
+		<a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>.
+	</p>
+
+	<p>
+		When glTF is not an option, popular formats such as FBX, OBJ, or COLLADA
+		are also available and regularly maintained.
+	</p>
+
+	<h2>Loading</h2>
+
+	<p>
+		Only a few loaders ([page:ObjectLoader] and [page:JSONLoader]) are included by default with
+		three.js — others should be added to your page individually. Depending on your
+		preference and comfort with build tools, choose one of the following:
+	</p>
+
+	<code>
+		// global script
+		&lt;script src="GLTFLoader.js"&gt;&lt;/script&gt;
+
+		// commonjs
+		var THREE = window.THREE = require('three');
+		require('three/examples/js/loaders/GLTFLoader');
+	</code>
+
+	<p>
+		Currently three.js examples are not available as ES modules (import &hellip; from '&hellip;').
+		Several workarounds are discussed in
+		<a href="https://github.com/KhronosGroup/glTF/issues/9562" target="_blank" rel="noopener">#9562</a>.
+	</p>
+
+	<p>
+		Once you've imported a loader, you're ready to add a model to your scene. Syntax varies among
+		different loaders — when using another format, check the examples and documentation for that
+		loader. For glTF, basic usage would be:
+	</p>
+
+	<code>
+		var loader = new THREE.GLTFLoader();
+
+		loader.load( 'path/to/model.glb', function ( gltf ) {
+
+			scene.add( gltf.scene );
+
+		}, undefined, function ( error ) {
+
+			console.error( error );
+
+		} );
+	</code>
+
+	<p>
+		See [page:GLTFLoader GLTFLoader documentation] for further details.
+	</p>
+
+	<h2>Troubleshooting</h2>
+
+	<p>
+		You've spent hours modeling an artisanal masterpiece, you load it into
+		the webpage, and — oh no! 😭 It's distorted, miscolored, or missing entirely.
+		Start with these troubleshooting steps:
+	</p>
+
+	<ol>
+		<li>
+			Check the JavaScript console for errors, and make sure you've used an
+			<em>onError</em> callback when calling <em>.load()</em> to log the result.
+		</li>
+		<li>
+			View the model in another application. For glTF, drag-and-drop viewers
+			are available for
+			<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> and
+			<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. If the model
+			appears correctly in one or more applications,
+			<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">file a bug against three.js</a>.
+			If the model cannot be shown in any application, we strongly encourage
+			filing a bug with the application used to create the model.
+		</li>
+		<li>
+			Try scaling the model up or down by a factor of 1000. Many models are
+			scaled differently, and large models may not appear if the camera is
+			inside the model.
+		</li>
+		<li>
+			Look for failed texture requests in the network tab, like
+			<em>C:\\Path\To\Model\texture.jpg</em>. Use paths relative to your
+			model instead, such as <em>images/texture.jpg</em> — this may require
+			editing the model file in a text editor.
+		</li>
+	</ol>
+
+	<h2>Asking for help</h2>
+
+	<p>
+		If you've gone through the troubleshooting process above and your model
+		still isn't working, the right approach to asking for help will get you to
+		a solution faster. Post a question on the
+		<a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a> and, whenever possible,
+		include your model (or a simpler model with the same problem) in any formats
+		you have available. Include enough information for someone else to reproduce
+		the issue quickly — ideally, a live demo.
+	</p>
 
 
 </body>
 </body>
 
 

+ 70 - 66
docs/manual/zh/introduction/Loading-3D-models.html

@@ -2,107 +2,111 @@
 <html lang="en">
 <html lang="en">
 
 
 <head>
 <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" />
+	<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>
 </head>
 
 
 <body>
 <body>
-  <h1>载入3D模型([name])</h1>
-  <br />
+	<h1>载入3D模型([name])</h1>
+	<br />
 
 
-  <p>
+	<p>
 	3D模型目前的有成千上万种格式可供选择,但每一种格式都具有不同的目的、用途以及复杂性。
 	3D模型目前的有成千上万种格式可供选择,但每一种格式都具有不同的目的、用途以及复杂性。
-    虽然<a href="https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders" target="_blank" rel="noopener">
+		虽然<a href="https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders" target="_blank" rel="noopener">
 	three.js已经提供了多种导入工具</a>
 	three.js已经提供了多种导入工具</a>
 	但是选择正确的文件格式以及工作流程将可以节省很多时间,以及避免很多挫折。某些格式难以使用,或者实时体验效率低下,或者目前尚未得到完全支持。
 	但是选择正确的文件格式以及工作流程将可以节省很多时间,以及避免很多挫折。某些格式难以使用,或者实时体验效率低下,或者目前尚未得到完全支持。
-  </p>
+	</p>
 
 
-  <p>
+	<p>
 		对大多数用户,本指南向你推荐了一个工作流程,并向你提供了一些当没有达到预期效果时的建议。
 		对大多数用户,本指南向你推荐了一个工作流程,并向你提供了一些当没有达到预期效果时的建议。
 
 
-  </p>
+	</p>
 
 
-  <h2>在开始之前</h2>
+	<h2>在开始之前</h2>
 
 
-  <p>
-	  如果你是第一次运行一个本地服务器,可以先阅读[link:#manual/introduction/How-to-run-things-locally how to run things locally]。
-	  正确地托管文件,可以避免很多查看3D模型时的常见错误。
-  </p>
+	<p>
+		如果你是第一次运行一个本地服务器,可以先阅读[link:#manual/introduction/How-to-run-things-locally how to run things locally]。
+		正确地托管文件,可以避免很多查看3D模型时的常见错误。
+	</p>
 
 
-  <h2>推荐的工作流程</h2>
+	<h2>推荐的工作流程</h2>
 
 
-  <p>
-	  如果有可能的话,我们推荐使用glTF(gl传输格式)。<small>.GLB</small>和<small>.GLTF</small>是这种格式的这两种不同版本,
-	  都可以被很好地支持。由于glTF这种格式是专注于在程序运行时呈现三维物体的,所以它的传输效率非常高,且加载速度非常快。
-	  功能方面则包括了网格、材质、纹理、皮肤、骨骼、变形目标、动画、灯光和摄像机。
-  </p>
+	<p>
+		如果有可能的话,我们推荐使用glTF(gl传输格式)。<small>.GLB</small>和<small>.GLTF</small>是这种格式的这两种不同版本,
+		都可以被很好地支持。由于glTF这种格式是专注于在程序运行时呈现三维物体的,所以它的传输效率非常高,且加载速度非常快。
+		功能方面则包括了网格、材质、纹理、皮肤、骨骼、变形目标、动画、灯光和摄像机。
+	</p>
 
 
-  <p>
-	  公共领域的glTF文件可以在网上找到,例如
-    <a href="https://sketchfab.com/models?features=downloadable&sort_by=-likeCount&type=models" target="_blank" rel="noopener">
-    Sketchfab</a>,或者很多工具包含了glTF的导出功能:
-  </p>
+	<p>
+		公共领域的glTF文件可以在网上找到,例如
+		<a href="https://sketchfab.com/models?features=downloadable&sort_by=-likeCount&type=models" target="_blank" rel="noopener">
+		Sketchfab</a>,或者很多工具包含了glTF的导出功能:
+	</p>
 
 
-  <ul>
-    <li><a href="https://github.com/KhronosGroup/glTF-Blender-Exporter" target="_blank" rel="noopener">glTF-Blender-Exporter</a> by the Khronos Group</li>
-    <li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
-    <li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
-    <li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
-    <li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
-    <li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
-    <li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
-    <li>……<a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">还有更多</a></li>
-  </ul>
+	<ul>
+		<li><a href="https://github.com/KhronosGroup/glTF-Blender-Exporter" target="_blank" rel="noopener">glTF-Blender-Exporter</a> by the Khronos Group</li>
+		<li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
+		<li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
+		<li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
+		<li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
+		<li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
+		<li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
+		<li>……<a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">还有更多</a></li>
+	</ul>
 
 
-  <p>
-	  倘若你所喜欢的工具不支持glTF格式,请考虑向该工具的作者请求glTF导出功能,
-	  或者在<a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>贴出你的想法。
+	<p>
+		倘若你所喜欢的工具不支持glTF格式,请考虑向该工具的作者请求glTF导出功能,
+		或者在<a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>贴出你的想法。
 
 
-  </p>
+	</p>
 
 
-  <p>
-	  当glTF不可用的时候,诸如FBX、OBJ或者COLLADA等等其它广受欢迎的格式在Three.js中也是可以使用、并且定期维护的。
-  </p>
+	<p>
+		当glTF不可用的时候,诸如FBX、OBJ或者COLLADA等等其它广受欢迎的格式在Three.js中也是可以使用、并且定期维护的。
+	</p>
 
 
-  <h2>故障排除</h2>
+	<h2>Loading</h2>
 
 
-  <p>
-	  你花了几个小时亲手建了一个堪称杰作的模型,现在你把它给导入到网页中——
-	  哦,天呐~😭它导入以后完全失真了、材质贴图丢了、或者说整个模型完全丢失了!<br>
-	  接下来我们来按照下面的步骤排除故障:
-  </p>
+	<p>TODO.</p>
 
 
-  <ol>
-    <li>
+	<h2>故障排除</h2>
+
+	<p>
+		你花了几个小时亲手建了一个堪称杰作的模型,现在你把它给导入到网页中——
+		哦,天呐~😭它导入以后完全失真了、材质贴图丢了、或者说整个模型完全丢失了!<br>
+		接下来我们来按照下面的步骤排除故障:
+	</p>
+
+	<ol>
+		<li>
 		在Javascript的Console中查找错误,并确定当你调用<em>.load()</em>的时候,使用了<em>onError</em>回调函数来输出结果。
 		在Javascript的Console中查找错误,并确定当你调用<em>.load()</em>的时候,使用了<em>onError</em>回调函数来输出结果。
-    </li>
-    <li>
+		</li>
+		<li>
 		请在别的应用程序中查看3D模型。对于glTF格式的模型来说,可以直接在下面的应用程序中进行查看:
 		请在别的应用程序中查看3D模型。对于glTF格式的模型来说,可以直接在下面的应用程序中进行查看:
-      <a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a>和
-	  <a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>。
+			<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a>和
+		<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>。
 	 如果该模型能够在一个或者更多应用程序里正确地呈现,请<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">点击这里向three.js提交Bug报告</a>。
 	 如果该模型能够在一个或者更多应用程序里正确地呈现,请<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">点击这里向three.js提交Bug报告</a>。
 	 如果模型不能在任意一个应用程序里显示,我们强烈鼓励你向我们提交Bug报告,并告知我们你的模型是使用哪一款应用程序创建的。
 	 如果模型不能在任意一个应用程序里显示,我们强烈鼓励你向我们提交Bug报告,并告知我们你的模型是使用哪一款应用程序创建的。
 
 
-    </li>
-    <li>
+		</li>
+		<li>
 		尝试将模型放大或缩小到原来的1000倍。许多模型的缩放比例各不相同,倘若摄像机位于相机内,则大型模型将可能不会显示。
 		尝试将模型放大或缩小到原来的1000倍。许多模型的缩放比例各不相同,倘若摄像机位于相机内,则大型模型将可能不会显示。
-    </li>
-    <li>
+		</li>
+		<li>
 		在网络面板中查找失败的纹理贴图请求,像<em>C:\\Path\To\Model\texture.jpg</em>。使用相对于你的模型的文件路径,例如
 		在网络面板中查找失败的纹理贴图请求,像<em>C:\\Path\To\Model\texture.jpg</em>。使用相对于你的模型的文件路径,例如
 		<em>images/texture.jpg</em>——这或许需要在文本编辑器中来对模型文件进行修改。
 		<em>images/texture.jpg</em>——这或许需要在文本编辑器中来对模型文件进行修改。
-    </li>
-  </ol>
+		</li>
+	</ol>
 
 
-  <h2>请求帮助</h2>
+	<h2>请求帮助</h2>
 
 
-  <p>
+	<p>
 	倘若你已经尝试经历了以上故障排除的过程,但是你的模型仍然无法工作,寻求正确的方法来获得帮助将使您更快地获得解决方案。
 	倘若你已经尝试经历了以上故障排除的过程,但是你的模型仍然无法工作,寻求正确的方法来获得帮助将使您更快地获得解决方案。
 您可以将您的问题发布到<a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a>,
 您可以将您的问题发布到<a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a>,
 	同时,尽可能将你的模型(或者一个简单的、具有相同问题的模型)包含在你能够使用的任何格式中,为其他人提供足够的信息,以便快速重现这个问题——最好是一个能够现场演示的Demo。
 	同时,尽可能将你的模型(或者一个简单的、具有相同问题的模型)包含在你能够使用的任何格式中,为其他人提供足够的信息,以便快速重现这个问题——最好是一个能够现场演示的Demo。
-  </p>
+	</p>
 
 
 </body>
 </body>