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@@ -52,9 +52,9 @@
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<li>KHR_materials_unlit</li>
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<li>KHR_materials_volume</li>
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<li>KHR_mesh_quantization</li>
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- <li>KHR_lights_punctual<sup>1</sup></li>
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+ <li>KHR_lights_punctual</li>
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<li>KHR_texture_basisu</li>
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- <li>KHR_texture_transform<sup>2</sup></li>
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+ <li>KHR_texture_transform</li>
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<li>EXT_texture_webp</li>
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<li>EXT_meshopt_compression</li>
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<li>EXT_mesh_gpu_instancing</li>
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@@ -65,22 +65,12 @@
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</p>
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<ul>
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- <li>[link:https://github.com/takahirox/three-gltf-extensions KHR_materials_variants]<sup>3</sup></li>
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+ <li>[link:https://github.com/takahirox/three-gltf-extensions KHR_materials_variants]<sup>1</sup></li>
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<li>[link:https://github.com/takahirox/three-gltf-extensions MSFT_texture_dds]</li>
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</ul>
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<p><i>
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- <sup>2</sup>支持UV变换,但存在一些重要的限制。
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- Transforms applied to
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- a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
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- transform, or no transform at all.
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- aoMap 和 lightMap 纹理不能被变换。每个材质最多只能使用一次变换。
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- 请参阅#[link:https://github.com/mrdoob/three.js/pull/13831 13831] 和
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- #[link:https://github.com/mrdoob/three.js/issues/12788 12788]。
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- </i></p>
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-
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- <p><i>
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- <sup>3</sup>You can also manually process the extension after loading in your application. See [link:https://threejs.org/examples/#webgl_loader_gltf_variants Three.js glTF materials variants example].
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+ <sup>1</sup>You can also manually process the extension after loading in your application. See [link:https://threejs.org/examples/#webgl_loader_gltf_variants Three.js glTF materials variants example].
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</i></p>
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<h2>代码示例</h2>
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