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Merge branch 'patch-9' of https://github.com/gero3/three.js into dev

Mr.doob 11 年之前
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c0103c87b9
共有 1 个文件被更改,包括 15 次插入14 次删除
  1. 15 14
      docs/api/textures/CompressedTexture.html

+ 15 - 14
docs/api/textures/CompressedTexture.html

@@ -11,7 +11,9 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Creates a texture based on data in compressed form.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -19,20 +21,19 @@
 
 		<h3>[name]([page:todo mipmaps], [page:todo width], [page:todo height], [page:todo format], [page:todo type], [page:todo mapping], [page:todo wrapS], [page:todo wrapT], [page:todo magFilter], [page:todo minFilter], [page:todo anisotropy])</h3>
 		<div>
-		mipmaps -- todo <br />
-		width -- todo <br />
-		height -- todo <br />
-		format -- todo <br />
-		type -- todo <br />
-		mapping -- todo <br />
-		wrapS -- todo <br />
-		wrapT -- todo <br />
-		magFilter -- todo <br />
-		minFilter -- todo <br />
-		anisotropy -- todo
-		</div>
+		mipmaps -- The mipmaps array should contains objects with data, width and height. The mipmaps should be from of the correct format and type. <br />
+		width -- The width of the biggest mipmap<br />
+		height -- The height of the biggest mipmap <br />
+		format -- The format used in the mipmaps <br />
+		type -- The type used in the mipmaps <br />
+		mapping --  How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; THREE.SphericalReflectionMapping, a spherical reflection map projection; and THREE.SphericalRefractionMapping.<br />
+		wrapS -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br />
+		wrapT -- The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.<br />
+		magFilter -- How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texels.<br />
+		minFilter -- How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipMapLinearFilter, which uses mipmapping and a trilinear filter. Other choices are THREE.NearestFilter, THREE.NearestMipMapNearestFilter, THREE.NearestMipMapLinearFilter, THREE.LinearFilter, and THREE.LinearMipMapNearestFilter. These vary whether the nearest texel or nearest four texels are retrieved on the nearest mipmap or nearest two mipmaps. Interpolation occurs among the samples retrieved.<br />
+		anisotropy -- The number of samples taken along the axis through the pixel that has the highest density of texels. By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used. Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.</div>
 		<div>
-		todo
+		This creates a texture from compressed data. This is mostly used in ImageUtils.loadCompressedTexture.
 		</div>