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@@ -8,16 +8,16 @@
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<link type="text/css" rel="stylesheet" href="page.css" />
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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</head>
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<body>
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<body>
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- <h1>[name]</h1>
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+ <h1>纹理([name])</h1>
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- <p class="desc">Create a texture to apply to a surface or as a reflection or refraction map.</p>
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+ <p class="desc">创建一个纹理贴图,将其应用到一个表面,或者作为反射/折射贴图。</p>
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- <h2>Constructor</h2>
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+ <h2>构造函数</h2>
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<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding )</h3>
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<h3>[name]( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding )</h3>
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- <h2>Example</h2>
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+ <h2>源代码</h2>
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<code>
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<code>
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// load a texture, set wrap mode to repeat
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// load a texture, set wrap mode to repeat
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@@ -27,236 +27,233 @@
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texture.repeat.set( 4, 4 );
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texture.repeat.set( 4, 4 );
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</code>
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</code>
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- <h2>Properties</h2>
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+ <h2>属性</h2>
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<h3>[property:Integer id]</h3>
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<h3>[property:Integer id]</h3>
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<p>
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<p>
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- Readonly - unique number for this texture instance.
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+ 只读 - 表示该纹理实例的唯一数字。
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</p>
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</p>
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<h3>[property:String uuid]</h3>
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<h3>[property:String uuid]</h3>
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<p>
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<p>
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- [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
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- This gets automatically assigned, so this shouldn't be edited.
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+ 该对象实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。
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+ 这个值是自动分配的,因此不应当对其进行编辑。
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</p>
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</p>
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<h3>[property:String name]</h3>
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<h3>[property:String name]</h3>
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<p>
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<p>
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- Optional name of the object (doesn't need to be unique). Default is an empty string.
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+ 该对象的名称,可选,且无需唯一。默认值是一个空字符串。
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</p>
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</p>
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<h3>[property:Image image]</h3>
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<h3>[property:Image image]</h3>
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<p>
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<p>
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- An image object, typically created using the [page:TextureLoader.load] method.
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- This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.<br /><br />
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+ 一个图片对象,通常由[page:TextureLoader.load]方法创建。
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+ 该对象可以是被three.js所支持的任意图片(例如PNG、JPG、GIF、DDS)或视频(例如MP4、OGG/OGV)格式。<br /><br />
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- To use video as a texture you need to have a playing HTML5
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- video element as a source for your texture image and continuously update this texture
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- as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
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+ 要使用视频来作为纹理贴图,你需要有一个正在播放的HTML5 Video元素来作为你纹理贴图的源图像,
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+ 并在视频播放时不断地更新这个纹理贴图。——[page:VideoTexture VideoTexture] 类会对此自动进行处理。
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</p>
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</p>
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<h3>[property:array mipmaps]</h3>
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<h3>[property:array mipmaps]</h3>
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<p>
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<p>
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- Array of user-specified mipmaps (optional).
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+ 用户所给定的mipmap数组(可选)。
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</p>
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</p>
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<h3>[property:number mapping]</h3>
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<h3>[property:number mapping]</h3>
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<p>
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<p>
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- How the image is applied to the object. An object type of [page:Textures THREE.UVMapping] is the default,
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- where the U,V coordinates are used to apply the map.<br />
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+ 图像将如何应用到物体(对象)上。默认值是[page:Textures THREE.UVMapping]对象类型,
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+ 即UV坐标将被用于纹理映射。<br />
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- See the [page:Textures texture constants] page for other mapping types.
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+ 请参阅[page:Textures texture constants](映射模式常量)来了解其他映射类型。
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</p>
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</p>
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<h3>[property:number wrapS]</h3>
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<h3>[property:number wrapS]</h3>
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<p>
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<p>
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- This defines how the texture is wrapped horizontally and corresponds to *U* in UV mapping.<br />
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- The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
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- The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
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- See the [page:Textures texture constants] page for details.
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+ 这个值定义了纹理贴图在水平方向上将如何包裹,在UV映射中对应于*U*。<br />
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+ 默认值是[page:Textures THREE.ClampToEdgeWrapping],即纹理边缘将被推到外部边缘的纹素。
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+
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+ 其它的两个选项分别是[page:Textures THREE.RepeatWrapping]和[page:Textures THREE.MirroredRepeatWrapping]。
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+ 请参阅[page:Textures texture constants]来了解详细信息。
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</p>
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</p>
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<h3>[property:number wrapT]</h3>
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<h3>[property:number wrapT]</h3>
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<p>
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<p>
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- This defines how the texture is wrapped vertically and corresponds to *V* in UV mapping.<br />
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- The same choices are available as for [property:number wrapS].<br /><br />
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+ 这个值定义了纹理贴图在垂直方向上将如何包裹,在UV映射中对应于*V*。<br />
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+ 可以使用与[property:number wrapS]相同的选项。<br /><br />
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- NOTE: tiling of images in textures only functions if image dimensions are powers of two
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- (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels.
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- Individual dimensions need not be equal, but each must be a power of two.
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- This is a limitation of WebGL, not three.js.
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+ 请注意:纹理中图像的平铺,仅有当图像大小(以像素为单位)为2的幂(2、4、8、16、32、64、128、256、512、1024、2048、……)时才起作用。
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+ 宽度、高度无需相等,但每个维度的长度必须都是2的幂。
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+ 这是WebGL中的限制,不是由three.js所限制的。
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</p>
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</p>
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<h3>[property:number magFilter]</h3>
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<h3>[property:number magFilter]</h3>
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<p>
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<p>
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- How the texture is sampled when a texel covers more than one pixel. The default is
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- [page:Textures THREE.LinearFilter], which takes the four closest texels and bilinearly interpolates among them.
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- The other option is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br />
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- See the [page:Textures texture constants] page for details.
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+ 当一个纹素覆盖大于一个像素时,贴图将如何采样。默认值为[page:Textures THREE.LinearFilter],
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+ 它将获取四个最接近的纹素,并在他们之间进行双线性插值。
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+ 另一个选项是[page:Textures THREE.NearestFilter],它将使用最接近的纹素的值。<br />
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+ 请参阅[page:Textures texture constants]页面来了解详细信息。
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</p>
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</p>
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<h3>[property:number minFilter]</h3>
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<h3>[property:number minFilter]</h3>
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<p>
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<p>
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- How the texture is sampled when a texel covers less than one pixel. The default is
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- [page:Textures THREE.LinearMipMapLinearFilter], which uses mipmapping and a trilinear filter. <br /><br />
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+ 当一个纹素覆盖小于一个像素时,贴图将如何采样。默认值为[page:Textures THREE.LinearMipMapLinearFilter],
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+ 它将使用mipmapping以及三次线性滤镜。<br /><br />
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- See the [page:Textures texture constants] page for all possible choices.
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+ 请参阅[page:Textures texture constants]页面来了解所有可能的选项。
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</p>
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</p>
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<h3>[property:number anisotropy]</h3>
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<h3>[property:number anisotropy]</h3>
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<p>
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<p>
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- The number of samples taken along the axis through the pixel that has the highest density of texels.
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- By default, this value is 1. A higher value gives a less blurry result than a basic mipmap,
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- at the cost of more texture samples being used. Use [page:WebGLRenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to
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- find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
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+ 沿着轴,通过具有最高纹素密度的像素的样本数。
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+ 默认情况下,这个值为1。设置一个较高的值将会产生比基本的mipmap更清晰的效果,代价是需要使用更多纹理样本。
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+ 使用[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() 来查询GPU中各向异性的最大有效值;这个值通常是2的幂。
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</p>
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</p>
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<h3>[property:number format]</h3>
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<h3>[property:number format]</h3>
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<p>
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<p>
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- The default is [page:Textures THREE.RGBAFormat], although the [page:TextureLoader TextureLoader] will automatically
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- set this to [page:Textures THREE.RGBFormat] for JPG images. <br /><br />
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+ 默认值为[page:Textures THREE.RGBAFormat],
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+ 但[page:TextureLoader TextureLoader]将会在载入JPG图片时自动将这个值设置为[page:Textures THREE.RGBFormat]。<br /><br />
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- See the [page:Textures texture constants] page for details of other formats.
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+ 请参阅[page:Textures texture constants]页面来了解其它格式。
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</p>
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</p>
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<h3>[property:number type]</h3>
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<h3>[property:number type]</h3>
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<p>
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<p>
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- This must correspond to the [page:Texture.format .format]. The default is [page:Textures THREE.UnsignedByteType],
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- which will be used for most texture formats.<br /><br />
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+ 这个值必须与[page:Texture.format .format]相对应。默认值为[page:Textures THREE.UnsignedByteType],
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+ 它将会被用于绝大多数纹理格式。<br /><br />
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- See the [page:Textures texture constants] page for details of other formats.
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+ 请参阅[page:Textures texture constants]来了解其它格式。
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</p>
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</p>
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<h3>[property:Vector2 offset]</h3>
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<h3>[property:Vector2 offset]</h3>
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<p>
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<p>
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- How much a single repetition of the texture is offset from the beginning, in each direction U and V.
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- Typical range is *0.0* to *1.0*. _Note:_ The offset property is a convenience modifier and only affects
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- the Texture's application to the first set of UVs on a model. If the Texture is used as a map requiring
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- additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
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- assigned to achieve the desired offset.
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+ 纹理在单次重复时,从一开始将分别在U、V方向上偏移多少。
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+ 这个值的范围通常在*0.0*之间*1.0*。
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+ 请注意:这一属性是一个非常方便的修改器,仅仅影响纹理对模型上第一组UV的应用。
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+ 如果该纹理被用于需要额外的UV集的贴图(例如一些成品材质中的aoMap或lightMap),
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+ 这些UV必须被手动调整来实现所期望的偏移。
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</p>
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</p>
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<h3>[property:Vector2 repeat]</h3>
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<h3>[property:Vector2 repeat]</h3>
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<p>
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<p>
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- How many times the texture is repeated across the surface, in each direction U and V. If repeat is set
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- greater than 1 in either direction, the corresponding Wrap parameter should also be set to
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- [page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
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- tiling effect. _Note:_ The repeat property is a convenience modifier and only affects
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- the Texture's application to the first set of UVs on a model. If the Texture is used as a map requiring
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- additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
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- assigned to achieve the desired repetiton.
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+ 纹理将在表面上,分别在U、V方向重复多少次。如果这个值在任意方向上设置为大于1,
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+ 则对应的Wrap参数应当也被设为[page:Textures THREE.RepeatWrapping]或[page:Textures THREE.MirroredRepeatWrapping],
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+ 以实现所期望的平铺效果。
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+ 请注意:这一属性是一个非常方便的修改器,仅仅影响纹理对模型上第一组UV的应用。
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+ 如果该纹理被用于需要额外的UV集的贴图(例如一些成品材质中的aoMap或lightMap),
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+ 这些UV必须被手动调整来实现所期望的重复。
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</p>
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</p>
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<h3>[property:number rotation]</h3>
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<h3>[property:number rotation]</h3>
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<p>
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<p>
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- How much the texture is rotated around the center point, in radians. Postive values are counter-clockwise. Default is *0*.
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+ 纹理将围绕中心点旋转多少度,单位为弧度(rad)。正值为逆时针方向旋转,默认值为*0*。
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</p>
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</p>
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<h3>[property:Vector2 center]</h3>
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<h3>[property:Vector2 center]</h3>
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<p>
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<p>
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- The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.
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+ 旋转中心点。(0.5, 0.5)对应纹理的正中心。默认值为(0,0),即左下角。
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</p>
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</p>
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<h3>[property:boolean matrixAutoUpdate]</h3>
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<h3>[property:boolean matrixAutoUpdate]</h3>
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<p>
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<p>
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- Whether to update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
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- [page:Texture.rotation .rotation], and [page:Texture.center .center]. True by default.
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- Set this to false if you are specifying the uv-transform matrix directly.
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+ 是否从纹理的[page:Texture.offset .offset]、[page:Texture.repeat .repeat]、[page:Texture.rotation .rotation]和[page:Texture.center .center]属性更新纹理的UV变换矩阵(uv-transform [page:Texture.matrix .matrix])。
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+ 默认值为true。
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+ 如果你要直接指定纹理的变换矩阵,请将其设为false。
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</p>
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</p>
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<h3>[property:Matrix3 matrix]</h3>
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<h3>[property:Matrix3 matrix]</h3>
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<p>
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<p>
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- The uv-transform matrix for the texture. Updated by the renderer from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
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- [page:Texture.rotation .rotation], and [page:Texture.center .center] when the texture's [page:Texture.matrixAutoUpdate .matrixAutoUpdate] property is true.
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- When [page:Texture.matrixAutoUpdate .matrixAutoUpdate] property is false, this matrix may be set manually.
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- Default is the identity matrix.
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+ 纹理的UV变换矩阵。
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+ 当纹理的[page:Texture.matrixAutoUpdate .matrixAutoUpdate]属性为true时,
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+ 由渲染器从纹理的[page:Texture.offset .offset]、[page:Texture.repeat .repeat]、[page:Texture.rotation .rotation]和[page:Texture.center .center]属性中进行更新。
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+ 当[page:Texture.matrixAutoUpdate .matrixAutoUpdate]属性为false时,该矩阵可以被手动设置。
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+ 默认值为单位矩阵。
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</p>
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</p>
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<h3>[property:boolean generateMipmaps]</h3>
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<h3>[property:boolean generateMipmaps]</h3>
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<p>
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<p>
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- Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are
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- creating mipmaps manually.
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+ 是否为纹理生成mipmap(如果可用)。默认为true。
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+ 如果你手动生成mipmap,请将其设为false。
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</p>
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</p>
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<h3>[property:boolean premultiplyAlpha]</h3>
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<h3>[property:boolean premultiplyAlpha]</h3>
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<p>
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<p>
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- False by default, which is the norm for PNG images. Set to true if the RGB values have
|
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- been stored premultiplied by alpha.
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+ 默认为false,这是PNG图像的规范。
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+ 如果RGB值已被Alpha预乘,请将其设为true。
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</p>
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</p>
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<h3>[property:boolean flipY]</h3>
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<h3>[property:boolean flipY]</h3>
|
|
<p>
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|
<p>
|
|
- True by default. Flips the image's Y axis to match the WebGL texture coordinate space.
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|
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+ 默认为true。翻转图像的Y轴以匹配WebGL纹理坐标空间。
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</p>
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</p>
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<h3>[property:number unpackAlignment]</h3>
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<h3>[property:number unpackAlignment]</h3>
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|
<p>
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|
<p>
|
|
- 4 by default. Specifies the alignment requirements for the start of each pixel row in memory.
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|
|
- The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
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|
|
- 4 (word-alignment), and 8 (rows start on double-word boundaries).
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|
|
- See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]
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|
|
- for more information.
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|
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|
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+ 默认为4。指定内存中每个像素行起点的对齐要求。
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+ 允许的值为1(字节对齐)、2(行对齐到偶数字节)、4(字对齐)和8(行从双字边界开始)。
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|
|
+ 请参阅[link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]来了解详细信息。
|
|
</p>
|
|
</p>
|
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|
|
|
|
<h3>[property:number encoding]</h3>
|
|
<h3>[property:number encoding]</h3>
|
|
<p>
|
|
<p>
|
|
- [page:Textures THREE.LinearEncoding] is the default.
|
|
|
|
- See the [page:Textures texture constants] page for details of other formats.<br /><br />
|
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|
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|
|
+ 默认值为[page:Textures THREE.LinearEncoding]。
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|
|
+ 请参阅[page:Textures texture constants]来了解其他格式的详细信息。<br /><br />
|
|
|
|
|
|
- Note that if this value is changed on a texture after the material has been used,
|
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|
|
- it is necessary to trigger a Material.needsUpdate for this value to be realized in the shader.
|
|
|
|
|
|
+ 请注意,如果在材质被使用之后,纹理贴图中这个值发生了改变,
|
|
|
|
+ 需要触发Material.needsUpdate,来使得这个值在着色器中实现。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[property:Integer version]</h3>
|
|
<h3>[property:Integer version]</h3>
|
|
<p>
|
|
<p>
|
|
- This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
|
|
|
|
|
|
+ 这个值起始值为*0*,计算[property:Boolean needsUpdate]被设置为*true*的次数。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[property:Function onUpdate]</h3>
|
|
<h3>[property:Function onUpdate]</h3>
|
|
<p>
|
|
<p>
|
|
- A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true
|
|
|
|
- and then the texture is used).
|
|
|
|
|
|
+ 一个回调函数,在纹理被更新后调用。
|
|
|
|
+ (例如,当needsUpdate被设为true且纹理被使用。)
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[property:Boolean needsUpdate]</h3>
|
|
<h3>[property:Boolean needsUpdate]</h3>
|
|
<p>
|
|
<p>
|
|
- Set this to *true* to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
|
|
|
|
|
|
+ 将其设置为*true*,以便在下次使用纹理时触发一次更新。
|
|
|
|
+ 这对于设置包裹模式尤其重要。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
|
|
|
|
- <h2>Methods</h2>
|
|
|
|
|
|
+ <h2>方法</h2>
|
|
|
|
|
|
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
|
|
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
|
|
|
|
|
|
<h3>[method:null updateMatrix]()</h3>
|
|
<h3>[method:null updateMatrix]()</h3>
|
|
<p>
|
|
<p>
|
|
- Update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
|
|
|
|
- [page:Texture.rotation .rotation], and [page:Texture.center .center].
|
|
|
|
|
|
+ 从纹理的[page:Texture.offset .offset]、[page:Texture.repeat .repeat]、
|
|
|
|
+ [page:Texture.rotation .rotation]和[page:Texture.center .center]属性来更新纹理的UV变换矩阵(uv-transform [page:Texture.matrix .matrix])。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[method:Texture clone]()</h3>
|
|
<h3>[method:Texture clone]()</h3>
|
|
<p>
|
|
<p>
|
|
- Make copy of the texture. Note this is not a "deep copy", the image is shared.
|
|
|
|
|
|
+ 拷贝纹理。请注意。这不是“深拷贝”,图像是共用的。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[method:Texture toJSON]( [param:Object meta] )</h3>
|
|
<h3>[method:Texture toJSON]( [param:Object meta] )</h3>
|
|
<p>
|
|
<p>
|
|
- meta -- optional object containing metadata.<br />
|
|
|
|
- Convert the material to three.js JSON format.
|
|
|
|
|
|
+ meta -- 可选,包含有元数据的对象。<br />
|
|
|
|
+ 将材质转换为three.js JSON格式。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[method:null dispose]()</h3>
|
|
<h3>[method:null dispose]()</h3>
|
|
<p>
|
|
<p>
|
|
- Call [page:EventDispatcher EventDispatcher].dispatchEvent with a 'dispose' event type.
|
|
|
|
|
|
+ 使用“dispose”事件类型调用[page:EventDispatcher EventDispatcher].dispatchEvent。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
<h3>[method:Vector2 transformUv]( [param:Vector2 uv] )</h3>
|
|
<h3>[method:Vector2 transformUv]( [param:Vector2 uv] )</h3>
|
|
<p>
|
|
<p>
|
|
- Transform the uv based on the value of this texture's [page:Texture.offset .offset], [page:Texture.repeat .repeat],
|
|
|
|
- [page:Texture.wrapS .wrapS], [page:Texture.wrapT .wrapT] and [page:Texture.flipY .flipY] properties.
|
|
|
|
|
|
+ 基于纹理的[page:Texture.offset .offset]、[page:Texture.repeat .repeat]、
|
|
|
|
+ [page:Texture.wrapS .wrapS]、[page:Texture.wrapT .wrapT]和[page:Texture.flipY .flipY]属性值来变换uv。
|
|
</p>
|
|
</p>
|
|
|
|
|
|
- <h2>Source</h2>
|
|
|
|
|
|
+ <h2>源代码</h2>
|
|
|
|
|
|
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
|
|
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
|
|
</body>
|
|
</body>
|