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Docs: Sync those Zh docs with En docs.

gogoend 6 anni fa
parent
commit
a964124384
52 ha cambiato i file con 249 aggiunte e 163 eliminazioni
  1. 45 0
      docs/api/zh/constants/Materials.html
  2. 1 1
      docs/api/zh/core/Object3D.html
  3. 3 3
      docs/api/zh/core/Raycaster.html
  4. 3 3
      docs/api/zh/extras/core/Path.html
  5. 3 3
      docs/api/zh/extras/core/Shape.html
  6. 1 1
      docs/api/zh/extras/core/ShapePath.html
  7. 2 2
      docs/api/zh/extras/curves/ArcCurve.html
  8. 2 0
      docs/api/zh/geometries/ExtrudeBufferGeometry.html
  9. 3 2
      docs/api/zh/geometries/ExtrudeGeometry.html
  10. 1 1
      docs/api/zh/geometries/TetrahedronBufferGeometry.html
  11. 1 1
      docs/api/zh/geometries/TextBufferGeometry.html
  12. 1 1
      docs/api/zh/geometries/TextGeometry.html
  13. 1 1
      docs/api/zh/geometries/TorusKnotBufferGeometry.html
  14. 1 1
      docs/api/zh/geometries/TubeGeometry.html
  15. 3 1
      docs/api/zh/geometries/WireframeGeometry.html
  16. 1 1
      docs/api/zh/helpers/ArrowHelper.html
  17. 1 1
      docs/api/zh/helpers/AxesHelper.html
  18. 1 1
      docs/api/zh/helpers/Box3Helper.html
  19. 7 6
      docs/api/zh/helpers/BoxHelper.html
  20. 1 1
      docs/api/zh/helpers/CameraHelper.html
  21. 1 1
      docs/api/zh/helpers/FaceNormalsHelper.html
  22. 1 1
      docs/api/zh/helpers/GridHelper.html
  23. 1 1
      docs/api/zh/helpers/PlaneHelper.html
  24. 1 1
      docs/api/zh/helpers/PointLightHelper.html
  25. 1 1
      docs/api/zh/helpers/PolarGridHelper.html
  26. 1 1
      docs/api/zh/helpers/VertexNormalsHelper.html
  27. 5 1
      docs/api/zh/lights/Light.html
  28. 1 1
      docs/api/zh/lights/RectAreaLight.html
  29. 3 2
      docs/api/zh/loaders/AnimationLoader.html
  30. 13 9
      docs/api/zh/loaders/Loader.html
  31. 43 4
      docs/api/zh/materials/Material.html
  32. 4 1
      docs/api/zh/materials/MeshDistanceMaterial.html
  33. 3 1
      docs/api/zh/materials/MeshMatcapMaterial.html
  34. 1 1
      docs/api/zh/materials/RawShaderMaterial.html
  35. 2 2
      docs/api/zh/materials/ShaderMaterial.html
  36. 21 3
      docs/api/zh/math/Box3.html
  37. 3 26
      docs/api/zh/math/Euler.html
  38. 1 0
      docs/api/zh/math/Matrix4.html
  39. 1 32
      docs/api/zh/math/Quaternion.html
  40. 4 4
      docs/api/zh/math/Vector2.html
  41. 4 5
      docs/api/zh/math/Vector3.html
  42. 9 3
      docs/api/zh/math/Vector4.html
  43. 1 1
      docs/api/zh/objects/Mesh.html
  44. 1 1
      docs/api/zh/objects/Points.html
  45. 2 3
      docs/api/zh/objects/Sprite.html
  46. 22 10
      docs/api/zh/renderers/WebGLRenderer.html
  47. 1 1
      docs/api/zh/renderers/webgl/WebGLShader.html
  48. 4 3
      docs/api/zh/scenes/Scene.html
  49. 1 1
      docs/api/zh/textures/CanvasTexture.html
  50. 1 1
      docs/api/zh/textures/CompressedTexture.html
  51. 9 9
      docs/api/zh/textures/Texture.html
  52. 1 1
      docs/api/zh/textures/VideoTexture.html

+ 45 - 0
docs/api/zh/constants/Materials.html

@@ -94,6 +94,51 @@
 		[page:Constant MixOperation] 使用反射率来混和两种颜色。uses reflectivity to blend between the two colors.<br />
 		[page:Constant AddOperation] 用于对两种颜色进行相加。</p>
 
+		<h2>Stencil Functions</h2>
+		<code>
+		THREE.NeverStencilFunc
+		THREE.LessStencilFunc
+		THREE.EqualStencilFunc
+		THREE.LessEqualStencilFunc
+		THREE.GreaterStencilFunc
+		THREE.NotEqualStencilFunc
+		THREE.GreaterEqualStencilFunc
+		THREE.AlwaysStencilFunc
+		</code>
+		<p>
+		Which stencil function the material uses to determine whether or not to perform a stencil operation.<br />
+		[page:Materials NeverStencilFunc] will never return true.<br />
+		[page:Materials LessStencilFunc] will return true if the stencil reference value is less than the current stencil value.<br />
+		[page:Materials EqualStencilFunc] will return true if the stencil reference value is equal to the current stencil value.<br />
+		[page:Materials LessEqualStencilFunc] will return true if the stencil reference value is less than or equal to the current stencil value.<br />
+		[page:Materials GreaterStencilFunc] will return true if the stencil reference value is greater than the current stencil value.<br />
+		[page:Materials NotEqualStencilFunc] will return true if the stencil reference value is not equal to the current stencil value.<br />
+		[page:Materials GreaterEqualStencilFunc] will return true if the stencil reference value is greater than or equal to the current stencil value.<br />
+		[page:Materials AlwaysStencilFunc] will always return true.<br />
+		</p>
+
+		<h2>Stencil Operations</h2>
+		<code>
+		THREE.ZeroStencilOp
+		THREE.KeepStencilOp
+		THREE.ReplaceStencilOp
+		THREE.IncrementStencilOp
+		THREE.DecrementStencilOp
+		THREE.IncrementWrapStencilOp
+		THREE.DecrementWrapStencilOp
+		THREE.InvertStencilOp
+		</code>
+		<p>
+		Which stencil operation the material will perform on the stencil buffer pixel if the provided stencil function passes.<br />
+		[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
+		[page:Materials KeepStencilOp] will not change the current stencil value.<br />
+		[page:Materials ReplaceStencilOp] will replace the stencil value with the specified stencil reference value.<br />
+		[page:Materials IncrementStencilOp] will increment the current stencil value by 1.<br />
+		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
+		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
+		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
+		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
+		</p>
 
 		<h2>源代码</h2>
 

+ 1 - 1
docs/api/zh/core/Object3D.html

@@ -366,7 +366,7 @@
 		将所给的四元数复制到[page:.quaternion]中。
 	</p>
 
-	<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
+	<h3>[method:Object toJSON]( [param:object meta] )</h3>
 	<p>
 		meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
 		将对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。

+ 3 - 3
docs/api/zh/core/Raycaster.html

@@ -149,7 +149,7 @@
 		[page:Array optionalTarget] — (可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)。
 		</p>
 		<p>
-			检测所有在射线与物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个。<br>
+			检测所有在射线与物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个。<br>
 			该方法返回一个包含有交叉部分的数组:
 		</p>
 		<code>
@@ -162,7 +162,7 @@
 			[page:Integer faceIndex] —— 相交的面的索引<br />
 			[page:Object3D object] —— 相交的物体<br />
 			[page:Vector2 uv] —— 相交部分的点的UV坐标。<br />
-			[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection
+			[page:Vector2 uv2] —— Second set of U,V coordinates at point of intersection
 		</p>
 		<p>
 			当计算这条射线是否和物体相交的时候,*Raycaster*将传入的对象委托给[page:Object3D.raycast raycast]方法。
@@ -178,7 +178,7 @@
 		<p>
 		[page:Array objects] —— 检测和射线相交的一组物体。<br />
 		[page:Boolean recursive] —— 若为true,则同时也会检测所有物体的后代。否则将只会检测对象本身的相交部分。默认值为false。<br />
-		[page:Array optionalTarget] —— (可选)(可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)。
+		[page:Array optionalTarget] —— (可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)。
 		</p>
 		<p>
 			检测所有在射线与这些物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个),相交部分和[page:.intersectObject]所返回的格式是相同的。

+ 3 - 3
docs/api/zh/extras/core/Path.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 		<h1>路径([name])</h1>
 
@@ -50,14 +50,14 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:CurvePath]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:CurvePath]。</p>
 
 		<h3>[property:array currentPoint]</h3>
 		<p>路径当前的偏移量,任何新被加入的[page:Curve]将会从这里开始。</p>
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:CurvePath]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:CurvePath]。</p>
 
 		<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<p>

+ 3 - 3
docs/api/zh/extras/core/Shape.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Path] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr; [page:Path] &rarr;
 
 		<h1>形状([name])</h1>
 
@@ -59,7 +59,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Path]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Path]。</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
@@ -70,7 +70,7 @@
 		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Path]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Path]。</p>
 
 		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<p>

+ 1 - 1
docs/api/zh/extras/core/ShapePath.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 		<h1>形状路径([name])</h1>
 

+ 2 - 2
docs/api/zh/extras/curves/ArcCurve.html

@@ -8,14 +8,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:EllipseCurve] &rarr;
+		[page:Curve] &rarr; [page:EllipseCurve] &rarr;
 
 		<h1>弧线([name])</h1>
 
 		<p class="desc">[page:EllipseCurve]的别名</p>
 
 		<h2>属性</h2>
-		<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:EllipseCurve]。</p>
 
 		<h3>[property:Boolean isArcCurve]</h3>
 		<p>

+ 2 - 0
docs/api/zh/geometries/ExtrudeBufferGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 		};
 
@@ -76,6 +77,7 @@
 				<li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
 				<li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。</li>
 				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
+				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
 				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。</li>
 				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>

+ 3 - 2
docs/api/zh/geometries/ExtrudeGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 		};
 
@@ -70,12 +71,12 @@
 
 			<ul>
 				<li>curveSegments — int,曲线上点的数量,默认值是12。</li>
-				<li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。
-				</li>
+				<li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。</li>
 				<li>depth — float,挤出的形状的深度,默认值为100。</li>
 				<li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
 				<li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。</li>
 				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
+				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
 				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。</li>
 				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>

+ 1 - 1
docs/api/zh/geometries/TetrahedronBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:PolyhedronBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
 
 		<h1>四面缓冲几何体([name])</h1>
 

+ 1 - 1
docs/api/zh/geometries/TextBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ExtrudeBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:ExtrudeBufferGeometry] &rarr;
 
 		<h1>文本缓冲几何体([name])</h1>
 

+ 1 - 1
docs/api/zh/geometries/TextGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ExtrudeGeometry] &rarr;
+		[page:Geometry] &rarr; [page:ExtrudeGeometry] &rarr;
 
 		<h1>文本几何体([name])</h1>
 

+ 1 - 1
docs/api/zh/geometries/TorusKnotBufferGeometry.html

@@ -59,7 +59,7 @@
 
 		<h3>.parameters</h3>
 		<p>
-				一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 		<h2>方法(Methods)</h2>

+ 1 - 1
docs/api/zh/geometries/TubeGeometry.html

@@ -81,7 +81,7 @@
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-				一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 		<h3>[property:Array tangents]</h3>

+ 3 - 1
docs/api/zh/geometries/WireframeGeometry.html

@@ -50,13 +50,15 @@ scene.add( line );
 		</code>
 
 		<h2>构造器</h2>
-		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<p>
 		geometry — 任意几何体对象。
 		</p>
 
+		<h2>属性</h2>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
+
 		<h2>方法(Methods)</h2>
 		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 

+ 1 - 1
docs/api/zh/helpers/ArrowHelper.html

@@ -69,7 +69,7 @@
 
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
-		color -- The desired color.<br /><br />
+		color -- 所需的颜色。<br /><br />
 
 		设置箭头辅助对象的颜色.
 		</p>

+ 1 - 1
docs/api/zh/helpers/AxesHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/Box3Helper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 7 - 6
docs/api/zh/helpers/BoxHelper.html

@@ -8,12 +8,13 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
-			用于展示对象世界轴心对齐的包围盒的辅助对象.
+			用于图形化地展示对象世界轴心对齐的包围盒的辅助对象。The actual bounding box is handled with [page:Box3], this is just a visual helper for debugging.
+			It can be automatically resized with the [page:BoxHelper.update] method when the object it's created from is transformed.
 
 			注意:要想能正常运行,目标对象必须包含 [page:Geometry] 或 [page:BufferGeometry] ,
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
@@ -28,10 +29,10 @@
 
 
 		<code>
-		var sphere = new THREE.SphereGeometry();
-		var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
-		var box = new THREE.BoxHelper( object, 0xffff00 );
-		scene.add( box );
+			var sphere = new THREE.SphereGeometry();
+			var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
+			var box = new THREE.BoxHelper( object, 0xffff00 );
+			scene.add( box );
 		</code>
 
 

+ 1 - 1
docs/api/zh/helpers/CameraHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/FaceNormalsHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/GridHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PlaneHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PointLightHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Mesh] &rarr;
+		[page:Object3D] &rarr; [page:Mesh] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PolarGridHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/VertexNormalsHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 5 - 1
docs/api/zh/lights/Light.html

@@ -67,10 +67,14 @@
 		的值到当前光源对象中。
 		</p>
 
-		<h3>[method:JSON toJSON]( [param:String meta] )</h3>
+		<h3>[method:Object toJSON]( [param:object meta] )</h3>
 		<p>
 			以JSON格式返回光数据。
 		</p>
+		<p>
+			meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
+			将该light对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
+		</p>
 
 		<h2>源码</h2>
 

+ 1 - 1
docs/api/zh/lights/RectAreaLight.html

@@ -19,7 +19,7 @@
 			<ul>
 				<li>不支持阴影。</li>
 				<li>只支持 [page:MeshStandardMaterial MeshStandardMaterial] 和 [page:MeshPhysicalMaterial MeshPhysicalMaterial] 两种材质。</li>
-				<li>你必须在你的场景中加入 [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] 。</li>
+				<li>你必须在你的场景中加入 [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] ,并调用*init()*。</li>
 			</ul>
 		</p>
 

+ 3 - 2
docs/api/zh/loaders/AnimationLoader.html

@@ -75,10 +75,11 @@
 		<h3>[method:Array parse]( [param:JSON json] )</h3>
 		<p>
 		[page:JSON json] — 请求 <br /><br />
-			TODO
+		Parse the JSON object and return an array of animation clips. Individual clips in the object will
+		be parsed with [page:AnimationClip.parse].
 		</p>
 
-		<h2>源</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 13 - 9
docs/api/zh/loaders/Loader.html

@@ -64,24 +64,28 @@
 		<h2>Handlers</h2>
 
 		<p>
-		TODO
+		*[name].Handlers* is a special object normally used by other loaders like [page:GLTFLoader] or [page:MTLLoader]. It provides an
+		API that allows the definition of special mappings: What loaders should be used in order to load specific files. A typical use case
+		is to overwrite the default loader for textures.<br /><br />
+	
+		Note: It's only possible to use *[name].Handlers* if the respective loader support the usage.
 		</p>
-
+	
 		<h3>[method:null add]( [param:Object regex], [param:Loader loader] )</h3>
 		<p>
-		[page:Object regex] — TODO<br />
-		[page:Loader loader] — TODO
+		[page:Object regex] — A regular expression.<br />
+		[page:Loader loader] — The loader.
 		<p>
-		TODO
+		Registers a loader with the given regular expression.
 		</p>
-
+	
 		<h3>[method:null get]( [param:String file] )</h3>
 		<p>
-		[page:String file] — TODO
+		[page:String file] — The file path.
 		<p>
-		TODO
+		Can be used to retrieve the registered loader for the given file path.
 		</p>
-
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 43 - 4
docs/api/zh/materials/Material.html

@@ -102,6 +102,42 @@
     在绘制2D叠加时,将多个事物分层在一起而不创建z-index时,禁用深度写入会很有用。
 </p>
 
+
+<h3>[property:Boolean stencilWrite]</h3>
+<p>
+Whether rendering this material has any effect on the stencil buffer. Default is *false*.
+</p>
+
+<h3>[property:Boolean stencilFunc]</h3>
+<p>
+The stencil comparison function to use. Default is [page:Materials AlwaysStencilFunc]. See stencil function [page:Materials constants] for all possible values.
+</p>
+
+<h3>[property:Integer stencilRef]</h3>
+<p>
+The value to use when performing stencil comparisons or stencil operations. Default is *0*.
+</p>
+
+<h3>[property:Boolean stencilMask]</h3>
+<p>
+The bit mask to use when comparing against or writing to the stencil buffer. Default is *0xFF*.
+</p>
+
+<h3>[property:Integer stencilFail]</h3>
+<p>
+Which stencil operation to perform when the comparison function returns false. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+</p>
+
+<h3>[property:Boolean stencilZFail]</h3>
+<p>
+Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+</p>
+
+<h3>[property:Boolean stencilZPass]</h3>
+<p>
+Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+</p>
+
 <h3>[property:Boolean flatShading]</h3>
 <p> 定义材质是否使用平面着色进行渲染。默认值为false。
 </p>
@@ -218,7 +254,9 @@
 </p>
 
 <h3>[property:Boolean vertexTangents]</h3>
-<p> TODO.
+<p>	Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
+    are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
+    more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
 </p>
 
 <h3>[property:Boolean visible]</h3>
@@ -252,9 +290,10 @@
     根据*values*设置属性。<br/>
 </p>
 
-<h3>[method:null toJSON]( [param:object meta] )</h3>
-<p> meta -- 包含元素,例如材质的纹理或图像。
-    将材质转换为three.js JSON格式。<br/>
+<h3>[method:Object toJSON]( [param:object meta] )</h3>
+<p>
+    meta -- 包含有元数据的对象,例如该对象的纹理或图片。
+    将material对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 </p>
 
 <h2>源码(Source)</h2>

+ 4 - 1
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -13,7 +13,10 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			TODO
+			[name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
+
+			Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
+			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
 		</p>
 
 		<h2>Example</h2>

+ 3 - 1
docs/api/zh/materials/MeshMatcapMaterial.html

@@ -13,7 +13,9 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			TODO
+			[name] is defined by a MatCap (or Lit Sphere) texture, which encodes the material color and shading.<br/><br/>
+			[name] does not respond to lights since the matcap image file encodes baked lighting.
+			It will cast a shadow onto an object that receives shadows (and shadow clipping works), but it will not self-shadow or receive shadows.
 		</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshMatcapMaterial"></iframe>

+ 1 - 1
docs/api/zh/materials/RawShaderMaterial.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ShaderMaterial] &rarr;
+		[page:Material] &rarr; [page:ShaderMaterial] &rarr;
 
 		<h1>原始着色器材质([name])</h1>
 

+ 2 - 2
docs/api/zh/materials/ShaderMaterial.html

@@ -333,11 +333,11 @@ this.extensions = {
 
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<p> 定义材质是否使用 morphTargets。如果将morphTarget attributes传递到此shader,则为true。
+		<p> When set to true, morph target attributes are available in the vertex shader. Default is *false*.
 		</p>
 
 		<h3>[property:boolean morphNormals]</h3>
-		<p> 定义材质是否使用 morphNormals。设置为true,将从[page:Geometry]传递morphNormal属性给shader。默认值是*false*。
+		<p> When set to true, morph normal attributes are available in the vertex shader. Default is *false*.
 		</p>
 
 

+ 21 - 3
docs/api/zh/math/Box3.html

@@ -11,9 +11,27 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			在3D空间中表示一个盒子或立方体。这个的主要目的是表示对象的最小边界框[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]。
-		</p>
-
+			在3D空间中表示一个盒子或立方体。其主要用于表示物体在世界坐标中的边界框。
+		</p>
+
+		<h2>示例</h2>
+
+		<code>
+		// Creating the object whose bounding box we want to compute
+		var sphereObject = new THREE.Mesh( 
+			new THREE.SphereGeometry(), 
+			new THREE.MeshBasicMaterial( 0xff0000 ) 
+		);
+		// Creating the actual bounding box with Box3
+		sphereObject.geometry.computeBoundingBox();
+		var box = sphereObject.geometry.boundingBox.clone();
+
+		// ...
+		
+		// In the animation loop, to keep the bounding box updated after move/rotate/scale operations
+		sphereObject.updateMatrixWorld( true );
+		box.copy( sphereObject.geometry.boundingBox ).applyMatrix4( sphereObject.matrixWorld );
+		</code>
 
 		<h2>构造器(Constructor)</h2>
 

+ 3 - 26
docs/api/zh/math/Euler.html

@@ -53,29 +53,21 @@
 			Three.js 使用<em>intrinsic</em> Tait-Bryan angles(Yaw、Pitch、Roll)。
 			这意味着旋转是在<em>本地</em>坐标系下进行的。也就是说,对于“XYZ”顺序,首先是围绕local-X轴旋转(与world- x轴相同),
 			然后是local-Y(现在可能与world y轴不同),然后是local-Z(可能与world z轴不同)。<br /><br />
-
-			如果order值被改变,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h3>[property:Float x]</h3>
 		<p>
 			当前x分量的值。<br /><br />
-
-			如果这个值发生变化,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h3>[property:Float y]</h3>
 		<p>
 			当前y分量的值。<br /><br />
-
-			如果这个值发生变化,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h3>[property:Float z]</h3>
 		<p>
 			当前z分量的值。<br /><br />
-
-			如果这个值发生变化,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h2>方法(Methods)</h2>
@@ -99,18 +91,6 @@
 		将array[3]设置给欧拉角的 [page:.order order] 。可选。
 		</p>
 
-		<h3>[method:Euler onChange]( [param:Function onChangeCallback] )</h3>
-		<p>
-			[page:Function onChangeCallback] - 为 onChangeCallback() 函数赋值。
-		</p>
-
-		<h3>[method:Euler onChangeCallback](  )</h3>
-		<p>
-			默认情况下,这个函数为空,但是它可以通过[page:.onChange onChange]()来设置。<br />
-			在更改 [page:.x x], [page:.y y], [page:.z z] 或 [page:.order order] 属性之后调用它,
-			在调用大多数setter函数之后也会调用它(详细信息请参阅那些函数)。
-		</p>
-
 		<h3>[method:Euler reorder]( [param:String newOrder] )</h3>
 		<p>
 		通过这个欧拉角创建一个四元数,然后用这个四元数和新顺序设置这个欧拉角。 <br /><br />
@@ -125,24 +105,22 @@
 			[page:.z z] - 用弧度表示z轴旋转量。<br />
 			[page:.order order] - (optional) 表示旋转顺序的字符串。<br /><br />
 
-			设置该欧拉变换的角度和旋转顺序 [page:.order order] ,然后调用  [page:.onChangeCallback onChangeCallback]()
+			设置该欧拉变换的角度和旋转顺序 [page:.order order]。
 		</p>
 
-		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order], [param:Boolean update] )</h3>
+		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order])</h3>
 		<p>
 		[page:Matrix4 m] - [page:Matrix4] 矩阵上面的3x3部分是一个纯旋转矩阵[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix]
 		(也就是不发生缩放)<br />
 		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br />
-		[page:Boolean update] - (可选参数) 表示设置完变换矩阵后是否调用 [page:.onChangeCallback onChangeCallback]。<br /><br />
 
 		使用基于 [page:.order order] 顺序的纯旋转矩阵来设置当前欧拉角。
 		</p>
 
-		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order], [param:Boolean update] )</h3>
+		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
 		<p>
 		[page:Quaternion q] - 归一化的四元数。<br />
 		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br />
-		[page:Boolean update] - (可选参数) 表示设置完变换矩阵后是否调用 [page:.onChangeCallback onChangeCallback]。<br /><br />
 
 		根据 [page:.order order] 指定的方向,使用归一化四元数设置这个欧拉变换的角度。
 		</p>
@@ -154,7 +132,6 @@
 		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br /><br />
 
 		设置 [page:.x x], [page:.y y] and [page:.z z] 并且选择性更新 [page:.order order]。
-		更改完成之后调用 [page:.onChangeCallback onChangeCallback]()。
 		</p>
 
 

+ 1 - 0
docs/api/zh/math/Matrix4.html

@@ -356,6 +356,7 @@ x, y, 1, 0,
 		</p>
 
 		<h3>[method:this setPosition]( [param:Vector3 v] )</h3>
+		<h3>[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API</h3>
 		<p>
 			取传入参数[param:Vector3 v]中值设置该矩阵的位置分量,不影响该矩阵的其余部分——即,如果该矩阵当前为:
 <code>

+ 1 - 32
docs/api/zh/math/Quaternion.html

@@ -52,16 +52,12 @@
 		</p>
 
 		<h3>[property:Float x]</h3>
-		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 		<h3>[property:Float y]</h3>
-		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 		<h3>[property:Float z]</h3>
-		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 		<h3>[property:Float w]</h3>
-		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
 		<h2>Methods</h2>
@@ -115,8 +111,7 @@
 
 		<h3>[method:Quaternion inverse]()</h3>
 		<p>
-			Inverts this quaternion - calculate the [page:.conjugate conjugate] and then
-			[page:.normalize normalizes] the result.
+			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.
 		</p>
 
 		<h3>[method:Float length]()</h3>
@@ -147,32 +142,6 @@
 		Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
 		</p>
 
-		<h3>[method:Quaternion onChange]( [param:Function onChangeCallback] )</h3>
-		<p>Sets the [page:.onChangeCallback onChangeCallback]() method.</p>
-
-		<h3>[method:Quaternion onChangeCallback]( )</h3>
-		<p>
-			This function is called whenever any of the following occurs:
-			<ul>
-				<li>
-					The [page:.x x], [page:.y y], [page:.z z] or
-				  [page:.w w] properties are changed.
-				</li>
-				<li>
-					The [page:.set set](), [page:.copy copy](), [page:.clone clone](),
-					[page:.setFromAxisAngle setFromAxisAngle](),  [page:.setFromRotationMatrix setFromRotationMatrix](),
-					[page:.conjugate conjugate](), [page:.normalize normalize](),
-					[page:.multiplyQuaternions multiplyQuaternions](), [page:.slerp slerp]() or [page:.fromArray fromArray]()
-					functions are called.
-				</li>
-				<li>
-					[page:.setFromEuler setFromEuler]() function is called with its *update* argument set to true.
-				</li>
-			</ul>
-			By default it is the empty function, however you can change it if needed using [page:.onChange onChange]( [page:Function onChangeCallback] ).
-		</p>
-
-
 		<h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
 		<p>Pre-multiplies this quaternion by [page:Quaternion q].</p>
 

+ 4 - 4
docs/api/zh/math/Vector2.html

@@ -235,9 +235,9 @@
 		<h3>[method:this lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
 		<p>
 		[page:Vector2 v] - 朝着进行插值的[page:Vector2]。<br />
-		alpha - 插值因数,其范围在[0, 1]闭区间。<br /><br />
+		[page:Float alpha] - 插值因数,其范围通常在[0, 1]闭区间。<br /><br />
 
-		在该向量与传入的向量[page:Vector2 v]之间的线性插值,alpha是沿着线的距离长度。
+		在该向量与传入的向量[page:Vector2 v]之间的线性插值,alpha是沿着线的长度的百分比
 		—— alpha = 0 时表示的是当前向量,alpha = 1 时表示的是所传入的向量[page:Vector2 v]。
 		</p>
 
@@ -245,10 +245,10 @@
 		<p>
 		[page:Vector2 v1] - 起始的[page:Vector2]。<br />
 		[page:Vector2 v2] - 朝着进行插值的[page:Vector2]。<br />
-		[page:Float alpha] - 插值因数,其范围在[0, 1]闭区间。<br /><br />
+		[page:Float alpha] - 插值因数,其范围通常在[0, 1]闭区间。<br /><br />
 
 		将此向量设置为在[page:Vector2 v1]和[page:Vector2 v2]之间进行线性插值的向量,
-		其中alpha为两个向量之间连线的距离长度。
+		其中alpha为两个向量之间连线的长度的百分比
 		—— alpha = 0 时表示的是[page:Vector2 v1],alpha = 1 时表示的是[page:Vector2 v2]。
 		</p>
 

+ 4 - 5
docs/api/zh/math/Vector3.html

@@ -257,9 +257,9 @@ var d = a.distanceTo( b );
 		<h3>[method:this lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
 		<p>
 		[page:Vector3 v] - 朝着进行插值的[page:Vector3]。<br />
-		alpha - 插值因数,其范围在[0, 1]闭区间。<br /><br />
+		[page:Float alpha] - 插值因数,其范围通常在[0, 1]闭区间。<br /><br />
 
-		在该向量与传入的向量[page:Vector3 v]之间的线性插值,alpha是沿着线的距离长度。
+		在该向量与传入的向量[page:Vector3 v]之间的线性插值,alpha是沿着线的长度的百分比
 		—— alpha = 0 时表示的是当前向量,alpha = 1 时表示的是所传入的向量[page:Vector3 v]。
 		</p>
 
@@ -267,11 +267,10 @@ var d = a.distanceTo( b );
 		<p>
 		[page:Vector3 v1] - 起始的[page:Vector3]。<br />
 		[page:Vector3 v2] - 朝着进行插值的[page:Vector3]。<br />
-		[page:Float alpha] - 插值因数,其范围在[0, 1]闭区间。<br /><br />
+		[page:Float alpha] - 插值因数,其范围通常在[0, 1]闭区间。<br /><br />
 
-		
 		将此向量设置为在[page:Vector3 v1]和[page:Vector3 v2]之间进行线性插值的向量,
-		其中alpha为两个向量之间连线的距离长度。
+		其中alpha为两个向量之间连线的长度的百分比
 		—— alpha = 0 时表示的是[page:Vector3 v1],alpha = 1 时表示的是[page:Vector3 v2]。
 		</p>
 

+ 9 - 3
docs/api/zh/math/Vector4.html

@@ -78,6 +78,12 @@ var d = a.dot( b );
 
 		<h3>[property:Float w]</h3>
 
+		<h3>[property:Float width]</h3>
+		<p>[page:.z z]的别名。</p>
+
+		<h3>[property:Float height]</h3>
+		<p>[page:.w w]的别名。</p>
+
 
 		<h2>方法</h2>
 
@@ -205,9 +211,9 @@ var d = a.dot( b );
 		<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
 		<p>
 		[page:Vector4 v] - 朝着进行插值的[page:Vector4]。<br />
-		alpha - 插值因数,其范围在[0, 1]闭区间。<br /><br />
+		[page:Float alpha] - 插值因数,其范围通常在[0, 1]闭区间。<br /><br />
 
-		在该向量与传入的向量[page:Vector4 v]之间的线性插值,alpha是沿着线的距离长度。
+		在该向量与传入的向量[page:Vector4 v]之间的线性插值,alpha是沿着线的长度的百分比
 		—— alpha = 0 时表示的是当前向量,alpha = 1 时表示的是所传入的向量[page:Vector4 v]。
 		</p>
 
@@ -218,7 +224,7 @@ var d = a.dot( b );
 		[page:Float alpha] - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 		将此向量设置为在[page:Vector4 v1]和[page:Vector4 v2]之间进行线性插值的向量,
-		其中alpha为两个向量之间连线的距离长度。
+		其中alpha为两个向量之间连线的长度的百分比
 		—— alpha = 0 时表示的是[page:Vector4 v1],alpha = 1 时表示的是[page:Vector4 v2]。
 		</p>
 

+ 1 - 1
docs/api/zh/objects/Mesh.html

@@ -91,7 +91,7 @@
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 			在一条投射出去的[page:Ray](射线)和这个网格之间产生交互。
-			[page:Raycaster.intersectObject]将会调用这个方法但是这个结果是未排序的
+			[page:Raycaster.intersectObject]将会调用这个方法
 		</p>
 
 		<h3>[method:null updateMorphTargets]()</h3>

+ 1 - 1
docs/api/zh/objects/Points.html

@@ -78,7 +78,7 @@
 
 	<h3>[method:null updateMorphTargets]()</h3>
 	<p>
-		更新morphTargets,使其不对对象产生影响,重置[page:Points.morphTargetInfluences morphTargetInfluences] and
+		更新morphTargets,使其不对对象产生影响,重置[page:Points.morphTargetInfluences morphTargetInfluences] 
 		[page:Points.morphTargetDictionary morphTargetDictionary]属性。
 	</p>
 

+ 2 - 3
docs/api/zh/objects/Sprite.html

@@ -74,9 +74,8 @@ scene.add( sprite );
 
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
-			在投射的光线和精灵之前产生交互。
-			[page:Raycaster.intersectObject]将会调用这个方法。
-		</p>
+		在投射的光线和精灵之前产生交互。[page:Raycaster.intersectObject]将会调用这个方法。
+		在对sprite进行射线投射之前,射线投射必须通过调用[page:Raycaster.setFromCamera]()来初始化。		</p>
 
 
 		<h2>源代码</h2>

+ 22 - 10
docs/api/zh/renderers/WebGLRenderer.html

@@ -44,7 +44,11 @@
 		[page:Boolean preserveDrawingBuffer] -是否保留缓直到手动清除或被覆盖。 默认*false*.<br />
 
 		[page:String powerPreference] - 提示用户代理怎样的配置更适用于当前WebGL环境。 可能是*"high-performance"*, *"low-power"* 或 *"default"*。默认是*"default"*.
-		详见[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec]<br />
+		详见[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec]<br />
+
+		
+		[page:Boolean failIfMajorPerformanceCaveat] - whether the renderer creation will fail upon low perfomance is detected. Default is *false*.
+		See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.<br />
 
 		[page:Boolean depth] - 绘图缓存是否有一个至少6位的深度缓存([link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] )。
 		默认是*true*.<br />
@@ -97,6 +101,7 @@
 		- [page:Boolean floatVertexTextures]: 如果[page:Boolean floatFragmentTextures]和[page:Boolean vertexTextures]都是true, 则此值为*true* <br />
 		- [page:Method getMaxAnisotropy](): 返回最大可用各向异性。<br />
 		- [page:Method getMaxPrecision](): 返回顶点着色器和片元着色器的最大可用精度。 <br />
+		- [page:Boolean isWebGL2]: *true* if the context in use is a WebGL2RenderingContext object.<br />
 		- [page:Boolean logarithmicDepthBuffer]: 如果[page:parameter logarithmicDepthBuffer]在构造器中被设为true且
 		环境支持[link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth]扩展,则此值为*true*
 			根据[link:https://webglstats.com/ WebGLStats], 截至2016年2月, 约66%的支持WebGL的设备支持此功能<br />
@@ -222,7 +227,7 @@
 
 		<h3>[property:Integer shadowMap.type]</h3>
 		<p>定义阴影贴图类型 (未过滤, 关闭部分过滤, 关闭部分双线性过滤)</p>
-		<p>可选值有THREE.BasicShadowMap, THREE.PCFShadowMap (默认), THREE.PCFSoftShadowMap。 详见[page:Renderer Renderer constants]</p>
+		<p>可选值有THREE.BasicShadowMap, THREE.PCFShadowMap (默认) THREE.PCFSoftShadowMap。 详见[page:Renderer Renderer constants]</p>
 
 		<h3>[property:Boolean sortObjects]</h3>
 		<p>
@@ -323,8 +328,14 @@
 		<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
 		<p>返回一个对象,这个对象中存有在WebGL环境在创建的时候所设置的属性</p>
 
+		<h3>[method:Integer getActiveCubeFace]()</h3>
+		<p>Returns the current active cube face.</p>
+
+		<h3>[method:Integer getActiveMipmapLevel]()</h3>
+		<p>Returns the current active mipmap level.</p>
+
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
-		<p>如果当前存在RenderTarget,返回当前它</p>
+		<p>如果当前存在[page:RenderTarget RenderTarget],则返回该值;否则返回*null*。</p>
 
 		<h3>[method:RenderTarget getCurrentViewport]()</h3>
 		<p>返回当前视口</p>
@@ -341,10 +352,11 @@
 		<h3>[method:null resetGLState]( )</h3>
 		<p>将GL状态重置为默认值。WebGL环境丢失时会内部调用</p>
 
-		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
+		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], [param:TypedArray buffer], [param:Integer activeCubeFaceIndex] )</h3>
+		<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
 		<p>将enderTarget中的像素数据读取到传入的缓冲区中。这是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]()的包装器<br />
-		示例:[example:webgl_interactive_cubes_gpu interactive / cubes / gpu]
-		</p>
+		示例:[example:webgl_interactive_cubes_gpu interactive / cubes / gpu]</p>
+		<p>For reading out a [page:WebGLRenderTargetCube WebGLRenderTargetCube] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
 		<p>
@@ -381,12 +393,12 @@
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<p>设置设备像素比。通常用于避免HiDPI设备上绘图模糊</p>
 
-		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipMapLevel] )</h3>
+		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
 		<p>
-		renderTarget -- 需要被激活的[page:WebGLRenderTarget renderTarget](可选).<br />
+		renderTarget -- 需要被激活的[page:WebGLRenderTarget renderTarget](可选)。When *null* is given, the canvas is set as the active render target instead.<br />
 		activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLRenderTargetCube] (optional).<br />
-		activeMipMapLevel -- Specifies the active mipmap level (optional).<br /><br />
-		该方法设置活跃rendertarget. 参数缺省则将canvas设置成活跃rendertarget
+		activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
+		该方法设置活跃rendertarget
 		</p>
 
 		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>

+ 1 - 1
docs/api/zh/renderers/webgl/WebGLShader.html

@@ -15,7 +15,7 @@
 		<h2>示例</h2>
 
 		<code>
-		var gl = renderer.context;
+		var gl = renderer.getContext();
 
 		var glVertexShader = new THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexSourceCode );
 		var glFragmentShader = new THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentSourceCode );

+ 4 - 3
docs/api/zh/scenes/Scene.html

@@ -20,8 +20,8 @@
 
 		<h3>[name]()</h3>
 		<p>
-创建一个新的场景对象。
-</p>
+		创建一个新的场景对象。
+		</p>
 
 
 		<h2>属性</h2>
@@ -51,7 +51,8 @@
 
 		<h3>[method:JSON toJSON]</h3>
 		<p>
-			使用JSON格式返回场景数据。
+			meta -- 包含有元数据的对象,例如场景中的的纹理或图片。
+			将scene对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 		</p>
 
 		<h3>[method:null dispose]()</h3>

+ 1 - 1
docs/api/zh/textures/CanvasTexture.html

@@ -37,7 +37,7 @@
 		其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures magnification filter constants](放大滤镜常量)来了解其它选项。<br />
 
 		[page:Constant minFilter] -- 当一个纹素覆盖小于一个像素时,贴图将如何采样。
-		其默认值为[page:Textures THREE.LinearMipMapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
+		其默认值为[page:Textures THREE.LinearMipmapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
 
     	[page:Constant format] -- 在纹理贴图中使用的格式。
      	请参阅[page:Textures format constants](格式常量)来了解各个选项。<br />

+ 1 - 1
docs/api/zh/textures/CompressedTexture.html

@@ -52,7 +52,7 @@
 		其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures magnification filter constants](放大滤镜常量)来了解其它选项。<br />
 
 		[page:Constant minFilter] -- 当一个纹素覆盖小于一个像素时,贴图将如何采样。
-		其默认值为[page:Textures THREE.LinearMipMapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
+		其默认值为[page:Textures THREE.LinearMipmapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
 
 		[page:Number anisotropy] -- 沿着轴,通过具有最高纹素密度的像素的样本数。
 		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。

+ 9 - 9
docs/api/zh/textures/Texture.html

@@ -61,7 +61,6 @@
 			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 
-
 		<h3>[property:array mipmaps]</h3>
 		<p>
 		用户所给定的mipmap数组(可选)。
@@ -104,7 +103,7 @@
 
 		<h3>[property:number minFilter]</h3>
 		<p>
-		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],
+		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],
 		它将使用mipmapping以及三次线性滤镜。<br /><br />
 
 		请参阅[page:Textures texture constants]页面来了解所有可能的选项。
@@ -186,15 +185,16 @@
 
 		<h3>[property:boolean premultiplyAlpha]</h3>
 		<p>
-			默认为false,这是PNG图像的规范。
-			如果RGB值已被Alpha预乘,请将其设为true。
-			Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
-			You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
+		If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Defaut is *false*.<br /><br />
+
+		Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
+		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
 		</p>
 
 		<h3>[property:boolean flipY]</h3>
 		<p>
-		默认为true。翻转图像的Y轴以匹配WebGL纹理坐标空间。
+		If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br /><br />
+
 		Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
 		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
 		</p>
@@ -248,10 +248,10 @@
 			拷贝纹理。请注意。这不是“深拷贝”,图像是共用的。
 		</p>
 
-		<h3>[method:Texture toJSON]( [param:Object meta] )</h3>
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
 		meta -- 可选,包含有元数据的对象。<br />
-		将材质转换为three.js JSON格式
+		将Texture对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)
 		</p>
 
 		<h3>[method:null dispose]()</h3>

+ 1 - 1
docs/api/zh/textures/VideoTexture.html

@@ -51,7 +51,7 @@ texture.format = THREE.RGBFormat;
 		其默认值为[page:Textures THREE.LinearFilter]。请参阅[page:Textures magnification filter constants](放大滤镜常量)来了解其它选项。<br />
 
 		[page:Constant minFilter] -- 当一个纹素覆盖小于一个像素时,贴图将如何采样。
-		其默认值为[page:Textures THREE.LinearMipMapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
+		其默认值为[page:Textures THREE.LinearMipmapLinearFilter]。请参阅[page:Textures minification filter constants](缩小滤镜常量)来了解其它选项。<br />
 
     	[page:Constant format] -- 在纹理贴图中使用的格式。
      	请参阅[page:Textures format constants](格式常量)来了解各个选项。<br />