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zh doc: sync the api folder with en doc

gogoend 5 年之前
父節點
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d9b68c8bc9

+ 0 - 1
docs/api/zh/cameras/OrthographicCamera.html

@@ -34,7 +34,6 @@
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
-		<p>[example:webgl_terrain_dynamic terrain / dynamic ]</p>
 
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>

+ 284 - 2
docs/api/zh/constants/Textures.html

@@ -136,28 +136,57 @@
 	<h2>格式</h2>
 	<code>
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		THREE.RGBEFormat
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
-		</code>
+	</code>
 	<p>
 		这些常量用于纹理的[page:Texture.format format]属性,它们定义了shader(着色器)将如何读取的2D纹理或者*texels*(纹理元素)的元素。.<br /><br />
 
 		[page:constant AlphaFormat] 丢弃红、绿、蓝分量,仅读取Alpha分量。<br /><br />
 
+		[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
+
+		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBFormat] 丢弃Alpha分量,仅读取红、绿、蓝分量。<br /><br />
 
+		[page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBAFormat] 是默认值,它将读取红、绿、蓝和Alpha分量。<br /><br />
 
+		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
 
 		[page:constant LuminanceFormat] 将每个元素作为单独的亮度分量来读取。
 		将其转换为范围限制在[0,1]区间的浮点数,然后通过将亮度值放入红、绿、蓝通道,并将1.0赋给Alpha通道,来组装成一个RGBA元素。<br /><br />
 
-
 		[page:constant LuminanceAlphaFormat] 将每个元素同时作为亮度分量和Alpha分量来读取。
 		和上面[page:constant LuminanceFormat]的处理过程是一致的,除了Alpha分量具有除了*1.0*以外的值。<br /><br />
 
@@ -228,6 +257,259 @@
 		扩展的支持。<br /><br />
 	</p>
 
+	<h2>Internal Formats</h2>
+	<code>
+	'ALPHA'
+	'RGB'
+	'RGBA'
+	'LUMINANCE'
+	'LUMINANCE_ALPHA'
+	'RED_INTEGER'
+	'R8'
+	'R8_SNORM'
+	'R8I'
+	'R8UI'
+	'R16I'
+	'R16UI'
+	'R16F'
+	'R32I'
+	'R32UI'
+	'R32F'
+	'RG8'
+	'RG8_SNORM'
+	'RG8I'
+	'RG8UI'
+	'RG16I'
+	'RG16UI'
+	'RG16F'
+	'RG32I'
+	'RG32UI'
+	'RG32F'
+	'RGB565'
+	'RGB8'
+	'RGB8_SNORM'
+	'RGB8I'
+	'RGB8UI'
+	'RGB16I'
+	'RGB16UI'
+	'RGB16F'
+	'RGB32I'
+	'RGB32UI'
+	'RGB32F'
+	'RGB9_E5'
+	'SRGB8'
+	'R11F_G11F_B10F'
+	'RGBA4'
+	'RGBA8'
+	'RGBA8_SNORM'
+	'RGBA8I'
+	'RGBA8UI'
+	'RGBA16I'
+	'RGBA16UI'
+	'RGBA16F'
+	'RGBA32I'
+	'RGBA32UI'
+	'RGBA32F'
+	'RGB5_A1'
+	'RGB10_A2'
+	'RGB10_A2UI'
+	'SRGB8_ALPHA8'
+	'DEPTH_COMPONENT16'
+	'DEPTH_COMPONENT24'
+	'DEPTH_COMPONENT32F'
+	'DEPTH24_STENCIL8'
+	'DEPTH32F_STENCIL8'
+	</code>
+
+	<p>
+
+	Heads up: changing the internal format of a texture will only affect the
+	texture when using a WebGL 2 rendering context.<br /><br />
+
+	For use with a texture's [page:Texture.internalFormat internalFormat]	property,
+	these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
+
+	[page:constant R8] stores the red component on 8 bits.<br /><br />
+
+	[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
+
+	[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
+
+	[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
+
+	[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
+
+	[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
+
+	[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
+
+	[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
+
+	[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
+
+	[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
+
+	[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
+
+	[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
+	Every component is stored as normalized.
+	<br /><br />
+
+	[page:constant RG8I] stores the red and green components on 8 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RG8UI] stores the red and green components on 8 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RG16I] stores the red and green components on 16 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RG16UI] stores the red and green components on 16 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RG16F] stores the red and green components on 16 bits each.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RG32I] stores the red and green components on 32 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RG32UI] stores the red and green components on 32 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RG32F] stores the red and green components on 32 bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
+
+	[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
+	Every component is stored as normalized.
+	<br /><br />
+
+	[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
+	Every component is stored as floating point
+	<br /><br />
+
+	[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
+	Every component is stored as floating point
+	<br /><br />
+
+	[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
+
+	[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
+
+	[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+	[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
+	Every component is stored as normalized.
+	<br /><br />
+
+	[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
+
+	[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
+
+	[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
+
+	[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+	[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
+
+	[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
+
+	[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
+
+	[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
+	The stencil component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
+	The depth component is stored as floating point, and the stencil component as an unsigned integer.
+	<br /><br />
+
+	Note that the texture must have the correct [page:Texture.type type] set,
+	as well as the correct [page:Texture.format format].
+
+	See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
+	[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
+	for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
+	and [page:Texture.type type].<br /><br />
+
+	For more in-depth information regarding internal formats, you can also refer directly
+	to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
+	to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
+	</p>
+
 	<h2>编码</h2>
 	<code>
 		THREE.LinearEncoding

+ 12 - 0
docs/api/zh/core/BufferAttribute.html

@@ -97,6 +97,18 @@
 
 		<h2>方法</h2>
 
+		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
+		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
+		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
+
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>返回该 BufferAttribute 的拷贝。</p>
 

+ 7 - 0
docs/api/zh/core/BufferGeometry.html

@@ -130,6 +130,13 @@
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。
 		</p>
 
+		<h3>[property:Boolean morphTargetsRelative]</h3>
+		<p>
+			Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals.
+
+			Default is *false*.
+		</p>
+
 		<h3>[property:String name]</h3>
 		<p>
 			当前 bufferGeometry 实例的可选别名。默认值是空字符串。

+ 0 - 5
docs/api/zh/core/InterleavedBuffer.html

@@ -64,11 +64,6 @@
 			版本号,每次 needsUpdate 属性设置为 true 时,版本号增加。
 		</p>
 
-		<h3>[property:Integer isInterleavedBuffer]</h3>
-		<p>
-			默认值为 *true*。
-		</p>
-
 		<h3>[property:Integer needsUpdate]</h3>
 		<p>
 			默认值为 *false*。该值被设置为 true 时,会导致 [page:InterleavedBuffer.version version] 增加。

+ 3 - 0
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -56,6 +56,9 @@
 
 		<h2>方法</h2>
 
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
+
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<p>返回给定索引矢量的第一个元素 (X 值)。</p>
 

+ 3 - 3
docs/api/zh/core/Object3D.html

@@ -223,7 +223,7 @@
 	<p>
 		id —— 标识该对象实例的唯一数字。<br /><br />
 
-		搜索该对象的子级,返回第一个带有匹配id的子对象。<br />
+		从该对象开始,搜索一个对象及其子级,返回第一个带有匹配id的子对象。<br />
 		请注意,id是按照时间顺序来分配的:1、2、3、……,每增加一个新的对象就自增1。
 	</p>
 
@@ -231,7 +231,7 @@
 	<p>
 		name —— 用于来匹配子物体中Object3D.name属性的字符串。<br /><br />
 
-		搜索该对象的子级,返回第一个带有匹配name的子对象。<br />
+		从该对象开始,搜索一个对象及其子级,返回第一个带有匹配name的子对象。<br />
 		请注意,大多数的对象中name默认是一个空字符串,要使用这个方法,你将需要手动地设置name属性。
 	</p>
 
@@ -239,7 +239,7 @@
 	<p>
 		name —— 将要用于查找的属性的名称。<br />
 		value —— 给定的属性的值。 <br /><br />
-		搜索该对象的子级,返回第一个给定的属性中包含有匹配的值的子对象。
+		从该对象开始,搜索一个对象及其子级,返回第一个给定的属性中包含有匹配的值的子对象。
 	</p>
 
 	<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>

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

@@ -47,7 +47,7 @@
 		[page:Number length] -- 箭头的长度. 默认为 *1*.<br />
 		[page:Number hex] -- 定义的16进制颜色值. 默认为 0xffff00.<br />
 		[page:Number headLength] -- 箭头头部(锥体)的长度. 默认为箭头长度的0.2倍(0.2 * length).<br />
-		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.
+		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.<br />
 		</p>
 
 		<h2>属性</h2>

+ 1 - 2
docs/api/zh/loaders/managers/LoadingManager.html

@@ -26,8 +26,7 @@
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
-			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]<br />
-			[example:webgl_terrain_dynamic WebGL / terrain / dynamic]
+			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
 		</p>
 
 		<p>

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

@@ -57,7 +57,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
+		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -75,7 +75,7 @@
 		<p>环境贴图。默认值为null。</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

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

@@ -63,7 +63,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p> 该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p> 该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p> 环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -94,7 +94,7 @@
 		<p> 环境贴图。默认值为null。</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

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

@@ -61,7 +61,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
+		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -115,7 +115,7 @@
 
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

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

@@ -82,7 +82,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
+		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -149,7 +149,7 @@
 
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

+ 2 - 5
docs/api/zh/materials/MeshToonMaterial.html

@@ -64,8 +64,7 @@
 
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -127,9 +126,7 @@
 			[page:Textures THREE.NearestFilter] when using this type of texture. Default is *null*.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>

+ 2 - 1
docs/api/zh/materials/PointsMaterial.html

@@ -86,7 +86,8 @@ scene.add( starField );
 		<p>材质是否使用morphTargets。默认值为false。</p>
 
 		<h3>[property:Number size]</h3>
-		<p>设置点的大小。默认值为1.0。</p>
+		<p>设置点的大小。默认值为1.0。<br/>
+			Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>指定点的大小是否因相机深度而衰减。(仅限透视摄像头。)默认为true。 </p>

+ 2 - 1
docs/api/zh/math/Box2.html

@@ -154,7 +154,8 @@
 			[page:Vector2 min] - (必须 ) 表示该盒子的下边界(x, y)。 <br>
 			[page:Vector2 max]  - (必须) 表示该盒子的上边界(x, y)。 <br /><br />
 
-			设置这个盒子的上下(x, y)的界限。
+			设置这个盒子的上下(x, y)的界限。<br>
+			Please note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>

+ 2 - 1
docs/api/zh/math/Frustum.html

@@ -88,7 +88,8 @@
 
 		<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
 		<p>
-			使用传入的平面设置当前视锥体。没有隐式的顺序。
+			使用传入的平面设置当前视锥体。没有隐式的顺序。<br>
+			Please note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>

+ 2 - 1
docs/api/zh/math/Sphere.html

@@ -111,7 +111,8 @@
 			[page:Vector3 center] - 球心位置。<br />
 			[page:Float radius] - 球的半径。<br /><br />
 
-		设置球的[page:.center center]和[page:.radius radius]属性。
+		设置球的[page:.center center]和[page:.radius radius]属性。<br>
+		Please note that this method only copies the values from the given center.
 		</p>
 
 		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>

+ 2 - 2
docs/api/zh/math/Spherical.html

@@ -20,8 +20,8 @@
 		<p>
 		[page:Float radius] - 半径值,或者说从该点到原点的
 		[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里得距离,即直线距离)。默认值为*1.0*。<br />
-		[page:Float phi] - polar angle from the y (up) axis. Default is *0*.<br />
-		[page:Float theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
+		[page:Float phi] - polar angle in radians from the y (up) axis. Default is *0*.<br />
+		[page:Float theta] - equator angle in radians around the y (up) axis. Default is *0*.<br /><br />
 
 		The poles (phi) are at the positive and negative y axis. The equator (theta) starts at positive z.
 		</p>

+ 2 - 1
docs/api/zh/math/Triangle.html

@@ -120,7 +120,8 @@
 
 		<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<p>
-			将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:vector3 vector3]。
+			将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:vector3 vector3]。<br>
+			Please note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>

+ 3 - 0
docs/api/zh/math/Vector3.html

@@ -106,6 +106,9 @@ var d = a.distanceTo( b );
 			将该向量乘以四阶矩阵m(第四个维度隐式地为1),and divides by perspective.
 		</p>
 
+		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
+		<p>Multiplies this vector by normal matrix [page:Matrix3 m] and normalizes the result.</p>
+
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>
 		将[page:Quaternion]变换应用到该向量。

+ 11 - 0
docs/api/zh/textures/Texture.html

@@ -117,6 +117,17 @@
 		请参阅[page:Textures texture constants]页面来了解其它格式。
 		</p>
 
+		<h3>[property:String internalFormat]</h3>
+		<p>
+		The default value is obtained using a combination of [page:Texture.format .format] and
+		[page:Texture.type .type].<br />
+
+		The GPU format allows the developer to specify how the data is going to be
+		stored on the GPU.<br /><br />
+
+		See the [page:Textures texture constants] page for details regarding all supported internal formats.
+		</p>
+
 		<h3>[property:number type]</h3>
 		<p>
 			这个值必须与[page:Texture.format .format]相对应。默认值为[page:Textures THREE.UnsignedByteType],