Browse Source

doc(WebLRender,WebGLRenderTarget,WebGLRenderTargetCube): 中文文档

hucijiao 6 năm trước cách đây
mục cha
commit
dc11588f05

+ 1 - 1
docs/api/zh/animation/PropertyBinding.html

@@ -22,7 +22,7 @@
 		<p>
 			-- [page:Object3D rootNode]:
 			-- path
-			-- parsedPath (optional)
+			-- parsedPath (可选)
 
 		</p>
 

+ 38 - 47
docs/api/zh/renderers/WebGLRenderTarget.html

@@ -11,118 +11,109 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A [link:https://msdn.microsoft.com/en-us/library/ff604997.aspx render target] is a buffer
-			where the video card draws pixels for a scene that	is being rendered in the background.
-			It is used in different effects, such as applying postprocessing to a rendered image
-			before displaying it on the screen.
+			[link:https://msdn.microsoft.com/en-us/library/ff604997.aspx render target]是一个缓冲,就是在这个缓冲中,视频卡为正在后台渲染的场景绘制像素。
+			它用于不同的效果,例如用于在一个图像显示在屏幕上之前先做一些处理。
+
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
 
 		<p>
-		[page:Float width] - The width of the renderTarget. <br />
-		[page:Float height] - The height of the renderTarget.<br />
-		options - (optional object that holds texture parameters for an auto-generated target
-		texture and depthBuffer/stencilBuffer booleans.
-
-		For an explanation of the texture parameters see [page:Texture Texture]. The following are
-		valid options:<br /><br />
-
-		[page:Constant wrapS] - default is [page:Textures ClampToEdgeWrapping]. <br />
-		[page:Constant wrapT] - default is [page:Textures ClampToEdgeWrapping]. <br />
-		[page:Constant magFilter] - default is [page:Textures LinearFilter]. <br />
-		[page:Constant minFilter] - default is [page:Textures LinearFilter]. <br />
-		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
-		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
-		[page:Number anisotropy] - default is *1*. See [page:Texture.anistropy]<br />
-		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
-		[page:Boolean depthBuffer] - default is *true*. Set this to false if you don't need it. <br />
-		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
-
-		Creates a new [name]
+		[page:Float width] -renderTarget的宽度 <br />
+		[page:Float height] - renderTarget的高度 <br />
+		options - (可选)一个保存着自动生成的目标纹理的纹理参数以及表示是否使用深度缓存/模板缓存的布尔值的对象
+		以下是一些合法选项:<br /><br />
+
+		[page:Constant wrapS] - 默认是[page:Textures ClampToEdgeWrapping]. <br />
+		[page:Constant wrapT] - 默认是[page:Textures ClampToEdgeWrapping]. <br />
+		[page:Constant magFilter] - 默认是[page:Textures LinearFilter]. <br />
+		[page:Constant minFilter] - 默认是[page:Textures LinearFilter]. <br />
+		[page:Constant format] - 默认是[page:Textures RGBAFormat]. <br />
+		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <br />
+		[page:Number anisotropy] - 默认是*1*. 参见[page:Texture.anistropy]<br />
+		[page:Constant encoding] - 默认是[page:Textures LinearEncoding]. <br />
+		[page:Boolean depthBuffer] - 默认是*true*. 如果不需要就设为false <br />
+		[page:Boolean stencilBuffer] - 默认是*true*. 如果不需要就设为false <br /><br />
+
+		创建一个新[name]
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:number width]</h3>
 		<p>
-		The width of the render target.
+		渲染目标宽度
 		</p>
 
 		<h3>[property:number height]</h3>
 		<p>
-		The height of the render target.
+		渲染目标高度
 		</p>
 
 		<h3>[property:Vector4 scissor]</h3>
 		<p>
-		A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded.
+        渲染目标视口内的一个矩形区域,区域之外的片元将会被丢弃
 		</p>
 
 		<h3>[property:boolean scissorTest]</h3>
 		<p>
-		Indicates whether the scissor test is active or not.
+        表明是否激活了剪裁测试
 		</p>
 
 		<h3>[property:Vector4 viewport]</h3>
 		<p>
-		The viewport of this render target.
+		渲染目标的视口
 		</p>
 
 		<h3>[property:Texture texture]</h3>
 		<p>
-		This texture instance holds the rendered pixels. Use it as input for further processing.
+        纹理实例保存这渲染的像素,用作进一步处理的输入值
 		</p>
 
 		<h3>[property:boolean depthBuffer]</h3>
 		<p>
-		Renders to the depth buffer. Default is true.
+		渲染到深度缓冲区。默认true.
 		</p>
 
 		<h3>[property:boolean stencilBuffer]</h3>
 		<p>
-		Renders to the stencil buffer. Default is true.
+        渲染到模板缓冲区。默认true.
 		</p>
 
 		<h3>[property:DepthTexture depthTexture]</h3>
 		<p>
-		If set, the scene depth will be rendered to this texture. Default is null.
+        如果设置,那么场景的深度将会被渲染到慈纹理上。默认是null.
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
 		<p>
-		Sets the size of the render target.
+		设置渲染目标的大小
 		</p>
 
 		<h3>[method:WebGLRenderTarget clone]()</h3>
 		<p>
-		Creates a copy of this render target.
+		创建一个渲染目标副本
 		</p>
 
 		<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
 		<p>
-		Adopts the settings of the given render target.
+        采用传入的渲染目标的设置
 		</p>
 
 		<h3>[method:null dispose]()</h3>
 		<p>
-		Dispatches a dispose event.
+		发出一个处理事件
 		</p>
+		<h3>[page:EventDispatcher EventDispatcher]方法可从此类中获得</h3>
 
-
-
-
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 27 - 31
docs/api/zh/renderers/WebGLRenderTargetCube.html

@@ -13,58 +13,54 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Used by the [page:CubeCamera] as its [page:WebGLRenderTarget].
+		被[page:CubeCamera]作为它的[page:WebGLRenderTarget]使用
 		</p>
 
-		<h2>Examples</h2>
+		<h2>例子</h2>
 
-		<p>See [page:CubeCamera] for examples.</p>
+		<p>有关示例请参阅[page:CubeCamera]</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
 		<p>
-		[page:Float width] - The width of the renderTarget. <br />
-		[page:Float height] - The height of the renderTarget. <br />
-		options - (optional) object that holds texture parameters for an auto-generated target
-		texture and depthBuffer/stencilBuffer booleans.
-
-		For an explanation of the texture parameters see [page:Texture Texture]. The following are
-		valid options:<br /><br />
-
-		[page:Constant wrapS] - default is [page:Textures ClampToEdgeWrapping]. <br />
-		[page:Constant wrapT] - default is [page:Textures ClampToEdgeWrapping]. <br />
-		[page:Constant magFilter] - default is [page:Textures .LinearFilter]. <br />
-		[page:Constant minFilter] - default is [page:Textures LinearFilter]. <br />
-		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
-		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
-		[page:Number anisotropy] - default is *1*. See [page:Texture.anistropy]<br />
-		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
-		[page:Boolean depthBuffer] - default is *true*. Set this to false if you don't need it. <br />
-		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
-
-		Creates a new [name]
+		[page:Float width] - renderTarget的宽度 <br />
+		[page:Float height] - renderTarget的高度 <br />
+		options - (可选)一个保存着自动生成的目标纹理的纹理参数以及表示是否使用深度缓存/模板缓存的布尔值的对象。
+		有关纹理参数的说明,请参阅[page:Texture Texture]. 以下是合理选项:<br /><br />
+
+		[page:Constant wrapS] - 默认是[page:Textures ClampToEdgeWrapping]. <br />
+		[page:Constant wrapT] - 默认是[page:Textures ClampToEdgeWrapping]. <br />
+		[page:Constant magFilter] - 默认是[page:Textures .LinearFilter]. <br />
+		[page:Constant minFilter] - 默认是[page:Textures LinearFilter]. <br />
+		[page:Constant format] - 默认是[page:Textures RGBAFormat]. <br />
+		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <br />
+		[page:Number anisotropy] - 默认是 *1*. 参见[page:Texture.anistropy]<br />
+		[page:Constant encoding] - 默认是[page:Textures LinearEncoding]. <br />
+		[page:Boolean depthBuffer] - 默认是*true*.如果不需要就设为false <br />
+		[page:Boolean stencilBuffer] - 默认是*true*.如果不需要就设为false<br /><br />
+
+		创建一个新[name]
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:integer activeCubeFace]</h3>
 		<p>
-		The activeCubeFace property corresponds to a cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) and is
-		used and set internally by the [page:CubeCamera].
+		activeCubeFace属性对应立方体的面(PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) 并由[page:CubeCamera]内部使用和设置
 		</p>
 
-		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
+		<h3>继承属性,请参阅[page:WebGLRenderTarget]</h3>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
-		<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
+		<h3>继承方法,请参阅[page:WebGLRenderTarget]</h3>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 153 - 186
docs/api/zh/renderers/WebGLRenderer.html

@@ -11,140 +11,118 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			The WebGL renderer displays your beautifully crafted scenes using
-			[link:https://en.wikipedia.org/wiki/WebGL WebGL].
+            WebGL Render 用[link:https://en.wikipedia.org/wiki/WebGL WebGL]渲染出你精心制作的场景。
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-		[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
-			The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
-			when parameters are missing. The following are valid parameters:<br /><br />
+        [page:Object parameters] - (可选) 该对象的属性定义了渲染器的行为。也可以完全不传参数。在所有情况下,当缺少参数时,它将采用合理的默认值。
+            以下是合法参数:<br /><br />
 
-		[page:DOMElement canvas] - A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
-		where the renderer draws its output.
-		This corresponds to the [page:WebGLRenderer.domElement domElement] property below.
-		If not passed in here, a new canvas element will be created.<br />
+		[page:DOMElement canvas] - 一个供渲染器绘制其输出的[link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
+		它和下面的[page:WebGLRenderer.domElement domElement]属性对应。
+		如果没有传这个参数,会创建一个新canvas<br />
 
 
-		[page:WebGLRenderingContext context] - This can be used to attach the renderer to an existing
-	  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].
-		Default is null.<br />
+		[page:WebGLRenderingContext context] - 可用于将渲染器附加到已有的渲染环境([link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext])中。默认值是null<br />
 
-		[page:String precision] - Shader precision. Can be *"highp"*, *"mediump"* or *"lowp"*.
-		Defaults to *"highp"* if supported by the device. See the note in "Things to Avoid"
-		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices here].<br />
+		[page:String precision] - 着色器精度. 可以是 *"highp"*, *"mediump"* 或者 *"lowp"*.
+	    如果设备支持,默认为*"highp"* . 点击[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices here] 查看"应该避免的事"<br />
 
-		[page:Boolean alpha] - whether the canvas contains an alpha (transparency) buffer or not.
-	  Default is *false*.<br />
+		[page:Boolean alpha] - canvas是否包含alpha (透明度)。默认为 *false*<br />
 
-		[page:Boolean premultipliedAlpha] - whether the renderer will assume that colors have
+		[page:Boolean premultipliedAlpha] - renderer是否假设颜色有
 		[link:https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#Premultiplied_alpha premultiplied alpha].
-		Default is *true*.<br />
+		默认为*true* <br />
 
-		[page:Boolean antialias] - whether to perform antialiasing. Default is *false*.<br />
+		[page:Boolean antialias] - 是否执行抗锯齿。默认为*false*.<br />
 
-		[page:Boolean stencil] - whether the drawing buffer has a
-		[link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer] of at least 8 bits.
-		Default is *true*.<br />
+		[page:Boolean stencil] - 绘图缓存是否有一个至少8位的模板缓存([link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer])。默认为*true*<br />
 
-		[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers until manually cleared
-		or overwritten. Default is *false*.<br />
+		[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] - Provides a hint to the user agent indicating what configuration
-		of GPU is suitable for this WebGL context. Can be *"high-performance"*, *"low-power"* or *"default"*. Default is *"default"*.
-		See the [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for more information.<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 />
 
-		[page:Boolean depth] - whether the drawing buffer has a
-		[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits.
-		Default is *true*.<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 />
 
-		[page:Boolean logarithmicDepthBuffer] -  whether to use a logarithmic depth buffer. It may
-		be neccesary to use this if dealing with huge differences in scale in a single scene.
-		Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
+		[page:Boolean logarithmicDepthBuffer] -  是否使用对数深度缓存。如果要在单个场景中处理巨大的比例差异,就有必要使用。
+		默认是*false*。 示例:[example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer]
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean autoClear]</h3>
-		<p>Defines whether the renderer should automatically clear its output before rendering a frame.</p>
+		<p>定义渲染器是否在渲染每一帧之前自动清除其输出。</p>
 
 
 		<h3>[property:Boolean autoClearColor]</h3>
 		<p>
-			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
-			Default is *true*.
+			如果[page:.autoClear autoClear]为true, 定义renderer是否清除颜色缓存。
+			默认是*true*
 		</p>
 
 
 		<h3>[property:Boolean autoClearDepth]</h3>
 		<p>
-			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
-			Default is *true*.
+			如果[page:.autoClear autoClear]是true, 定义renderer是否清除深度缓存。
+			默认是*true*
 		</p>
 
 
 		<h3>[property:Boolean autoClearStencil]</h3>
 		<p>
-			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
-			Default is *true*.
+			如果[page:.autoClear autoClear]是true, 定义renderer是否清除模板缓存.
+			默认是*true*
 		</p>
 
 		<h3>[property:Object capabilities]</h3>
 		<p>
-		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
-
-		- [page:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
-			According to [link:https://webglstats.com/ WebGLStats], as of February 2016 over 95% of WebGL enabled devices support this.<br />
-		- [page:Boolean floatVertexTextures]: *true* if [page:Boolean floatFragmentTextures] and [page:Boolean vertexTextures] are both true.<br />
-		- [page:Method getMaxAnisotropy](): Returns the maximum available anisotropy.<br />
-		- [page:Method getMaxPrecision](): Returns the maximum available precision for vertex and fragment shaders. <br />
-		- [page:Boolean logarithmicDepthBuffer]: *true* if the [page:parameter logarithmicDepthBuffer] was set to true in the constructor and
-		the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.
-			According to [link:https://webglstats.com/ WebGLStats], as of February 2016 around 66% of WebGL enabled devices support this.<br />
-		- [page:Integer maxAttributes]: The value of *gl.MAX_VERTEX_ATTRIBS*.<br />
-		- [page:Integer maxCubemapSize]: The value of *gl.MAX_CUBE_MAP_TEXTURE_SIZE*.
-		Maximum height * width of cube map textures that a shader can use.<br />
-		- [page:Integer maxFragmentUniforms]: The value of *gl.MAX_FRAGMENT_UNIFORM_VECTORS*.
-		  The number of uniforms that can be used by a fragment shader.<br />
-		- [page:Integer maxTextureSize]: The value of *gl.MAX_TEXTURE_SIZE*.
-		Maximum height * width of a texture that a shader use.<br />
-		- [page:Integer maxTextures]: The value of *gl.MAX_TEXTURE_IMAGE_UNITS*.
-		  The maximum number of textures that can be used by a shader.<br />
-		- [page:Integer maxVaryings]: The value of *gl.MAX_VARYING_VECTORS*.
-		  The number of varying vectors that can used by shaders.<br />
-		- [page:Integer maxVertexTextures]: The value of *gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS*.
-		   The number of textures that can be used in a vertex shader.<br />
-		- [page:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
-		   The maximum number of uniforms that can be used in a vertex shader.<br />
-		- [page:String precision]: The shader precision currently being used by the renderer.<br />
-		- [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
+            一个包含当前渲染环境([link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext])的功能细节的对象。<br />
+
+		- [page:Boolean floatFragmentTextures]: 环境是否支持[link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float]扩展。
+			根据[link:https://webglstats.com/ WebGLStats], 截至2016年2月,超过95%的支持WebGL的设备支持此功能<br />
+		- [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 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 />
+		- [page:Integer maxAttributes]: *gl.MAX_VERTEX_ATTRIBS*的值<br />
+		- [page:Integer maxCubemapSize]: *gl.MAX_CUBE_MAP_TEXTURE_SIZE* 的值,着色器可使用的立方体贴图纹理的最大宽度*高度<br />
+		- [page:Integer maxFragmentUniforms]: *gl.MAX_FRAGMENT_UNIFORM_VECTORS*的值,片元着色器可使用的全局变量(uniforms)数量<br />
+		- [page:Integer maxTextureSize]: *gl.MAX_TEXTURE_SIZE*的值,着色器可使用纹理的最大宽度*高度<br />
+		- [page:Integer maxTextures]: *gl.MAX_TEXTURE_IMAGE_UNITS的值,着色器可使用的纹理数量<br />
+		- [page:Integer maxVaryings]: *gl.MAX_VARYING_VECTORS*的值,着色器可使用矢量的数量<br />
+		- [page:Integer maxVertexTextures]: *gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS*的值,顶点着色器可使用的纹理数量。<br />
+		- [page:Integer maxVertexUniforms]: *gl.MAX_VERTEX_UNIFORM_VECTORS*的值,顶点着色器可使用的全局变量(uniforms)数量<br />
+		- [page:String precision]: 渲染器当前使用的着色器的精度<br />
+		- [page:Boolean vertexTextures]: 如果[property:Integer maxVertexTextures]大于0,此值为*true* (即可以使用顶点纹理)<br />
 		</p>
 
 		<h3>[property:Array clippingPlanes]</h3>
 		<p>
-		User-defined clipping planes specified as THREE.Plane objects in world space.
-			These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
-		 Default is [].
+            用户自定义的剪裁平面,在世界空间中被指定为THREE.Plane对象。
+            这些平面全局使用。空间中与该平面点积为负的点将被切掉。
+            默认值是[]
 		</p>
 
 		<h3>[property:WebGLRenderingContext context]</h3>
 		<p>
-		The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
-		  from its [page:WebGLRenderer.domElement domElement] by default, using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
+            渲染器默认使用[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]()从其
+            [page:WebGLRenderer.domElement domElement]获取渲染环境([link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext])<br /><br />
+
+		    你可以手动创建创建它,但它必须与[page:WebGLRenderer.domElement domElement]对应,才能呈现到屏幕上。
 
-		You can create this manually, however it must correspond to the
-		[page:WebGLRenderer.domElement domElement] in order to render to the screen.
 		</p>
 
 		<h3>[property:DOMElement domElement]</h3>
 		<p>
-		A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
-			This is automatically created by the renderer in the constructor (if not provided already);
-			you just need to add it to your page like so:<br />
+		一个[link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas],渲染器在其上绘制输出。<br />
+		渲染器的构造函数会自动创建(如果没有传入canvas参数);你需要做的仅仅是像下面这样将它加页面里去<br />
 		<code>
 			document.body.appendChild( renderer.domElement );
 		</code>
@@ -152,23 +130,22 @@
 
 		<h3>[property:Object extensions]</h3>
 		<p>
-		A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
-		various WebGL extensions are supported.
+		[page:WebGLRenderer.extensions.get .extensions.get]方法的包装, 用于检查是否支持各种WebGL扩展
 		</p>
 
 		<h3>[property:Float gammaFactor]</h3>
-		<p>Default is *2*. </p>
+		<p>默认是 *2*. </p>
 
 
 		<h3>[property:Boolean gammaInput]</h3>
-		<p>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</p>
+		<p>如果设置,那么所有的纹理和颜色都会预乘gamma。 默认值是*false*.</p>
 
 
 		<h3>[property:Boolean gammaOutput]</h3>
-		<p>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</p>
+		<p>如果设置, 那么它期望所有纹理和颜色需要乘以gamma输出。 默认值*false*.</p>
 
 		<h3>[property:Object info]</h3>
-		<p>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</p>
+		<p>一个对象,包含有关图形板内存和渲染过程的一系列统计信息。这些信息可用于调试或仅仅满足下好奇心。改对象包含以下字段:</p>
 		<p>
 		<ul>
 			<li>memory:
@@ -189,7 +166,7 @@
 			</li>
 		</ul>
 		</p>
-		<p>By default these data are reset at each render calls, but when using the composer or mirrors it can be preferred to reset them with a custom pattern :
+		<p>默认情况下,每次调用渲染时这些数据都会重置。 但当时用一个或多个镜像时,最好使用自定义模式重置它们:
 		<code>
 		renderer.info.autoReset = false;
 		renderer.info.reset();
@@ -197,138 +174,134 @@
 		</p>
 
 		<h3>[property:Boolean localClippingEnabled]</h3>
-		<p>Defines whether the renderer respects object-level clipping planes. Default is *false*.</p>
+		<p>定义渲染器是否考虑对象级剪切平面。 默认为*false*.</p>
 
 		<h3>[property:Integer maxMorphTargets]</h3>
 		<p>
-		Default is 8. The maximum number of MorphTargets allowed in a shader.
-			Keep in mind that the standard materials only allow 8 MorphTargets.
+        默认是8。 一个着色器中允许的最大MorphTargets数。
+        切记标准材质只允许8个MorphTargets。
 		</p>
 
 		<h3>[property:Integer maxMorphNormals]</h3>
 		<p>
-		Default is 4. The maximum number of MorphNormals allowed in a shader.
-			Keep in mind that the standard materials only allow 4 MorphNormals.
+		默认是4。 色器中允许的最大MorphNormal数。
+		切记标准材质只允许4个MorphNormal。
 		</p>
 
 		<h3>[property:Boolean physicallyCorrectLights]</h3>
 		<p>
-		Whether to use physically correct lighting mode. Default is *false*.
-		See the [example:webgl_lights_physical lights / physical] example.
+		是否使用物理上正确的光照模式。 默认是*false*。
+		示例:[example:webgl_lights_physical lights / physical]
 		</p>
 
 		<h3>[property:Object properties]</h3>
 		<p>
-		Used internally by the renderer to keep track of various sub object properties.
+		渲染器内部使用,以跟踪各种子对象属性。
 		</p>
 
 		<h3>[property:WebGLRenderLists renderLists]</h3>
 		<p>
-		Used internally to handle ordering of scene object rendering.
+        在内部用于处理场景渲染对象的排序。
 		</p>
 
 		<h3>[property:WebGLShadowMap shadowMap]</h3>
 		<p>
-		This contains the reference to the shadow map, if used.
+        如果使用,它包含阴影贴图的引用。
 		</p>
 
 		<h3>[property:Boolean shadowMap.enabled]</h3>
-		<p>If set, use shadow maps in the scene. Default is *false*.</p>
+		<p>如果设置, 请在场景中使用阴影贴图。 默认是 *false*</p>
 
 		<h3>[property:Boolean shadowMap.autoUpdate]</h3>
-		<p>Enables automatic updates to the shadows in the scene. Default is *true*.</p>
-		<p>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</p>
+		<p>启用场景中的阴影自动更新。默认是*true*</p>
+		<p>如果不需要动态光照/阴影, 则可以在实例化渲染器时将之设为false</p>
 
 		<h3>[property:Boolean shadowMap.needsUpdate]</h3>
-		<p>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </p>
-		<p>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</p>
+		<p>当被设为*true*, 场景中的阴影贴图会在下次*render*调用时刷新。默认是*false* </p>
+		<p>如果你已经禁用了阴影贴图的自动更新(*shadowMap.autoUpdate = false*), 那么想要在下一次渲染时更新阴影的话就需要将此值设为*true*</p>
 
 		<h3>[property:Integer shadowMap.type]</h3>
-		<p>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</p>
-		<p>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:Renderer Renderer constants] for details.</p>
+		<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>
 
 		<h3>[property:Boolean sortObjects]</h3>
 		<p>
-		Defines whether the renderer should sort objects. Default is *true*.<br /><br />
+        定义渲染器是否应对对象进行排序。默认是*true*.<br /><br />
 
-		Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
-		By definition, sorting objects may not work in all cases.  Depending on the needs of application,
-		it may be neccessary to turn off sorting and use other methods to deal with transparency
-		rendering e.g. manually determining each object's rendering order.
+        说明: 排序用于尝试正确渲染出具有一定透明度的对象。根据定义,排序可能不总是有用。根据应用的需求,可能需要关闭排序并使其他方法来处理透明度的渲染,例如,
+        手动确定每个对象的显然顺序。
 		</p>
 
 		<h3>[property:Object state]</h3>
 		<p>
-		Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
+        包含设置[page:WebGLRenderer.context]状态的各种属性的函数。
 		</p>
 
 		<h3>[property:Constant toneMapping]</h3>
 		<p>
-		Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
+		默认是[page:Renderer LinearToneMapping]。查看[page:Renderer Renderer constants]以获取其它备选项
 		</p>
 
 		<h3>[property:Number toneMappingExposure]</h3>
 		<p>
-		Exposure level of tone mapping. Default is *1*.
+		色调映射的曝光级别。默认是*1*
 		</p>
 
 		<h3>[property:Number toneMappingWhitePoint]</h3>
 		<p>
-		Tone mapping white point. Default is *1*.
+		色调映射的白点。默认是*1*
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Integer allocTextureUnit]</h3>
 		<p>
-		Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
-		more texture units than the GPU supports. This is mainly used internally.
-		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
+		尝试分配纹理单元以供着色器使用。如果尝试分配超过GPU支持量的纹理单元,则会报警告。主要供内部使用。
+		请参阅[page:WebGLRenderer.capabilities capabilities.maxTextures]。
 		</p>
 
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
-		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
-			This method initializes the color buffer to the current clear color value.<br />
-		Arguments default to *true*.
+		告诉渲染器清除颜色、深度或模板缓存.
+		此方法将颜色缓存初始化为当前颜色。参数们默认都是*true*
 		</p>
 
 		<h3>[method:null clearColor]( )</h3>
-		<p>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</p>
+		<p>清除颜色缓存。 相当于调用[page:WebGLRenderer.clear .clear]( true, false, false )</p>
 
 		<h3>[method:null clearDepth]( )</h3>
-		<p>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</p>
+		<p>清除深度缓存。相当于调用[page:WebGLRenderer.clear .clear]( false, true, false )</p>
 
 		<h3>[method:null clearStencil]( )</h3>
-		<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
+		<p>清除模板缓存。相当于调用[page:WebGLRenderer.clear .clear]( false, false, true )</p>
 
 		<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
 		<p>
-		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
-		color -- If set, then the color gets cleared. <br />
-		depth -- If set, then the depth gets cleared. <br />
-		stencil -- If set, then the stencil gets cleared.
+		renderTarget -- 需要被清除的[page:WebGLRenderTarget renderTarget]<br />
+		color -- 如果设置, 颜色会被清除 <br />
+		depth -- 如果设置, 深度缓存会被清除 <br />
+		stencil -- 如果设置, 模板缓存会被清除
 		</p>
 		<p>
-		This method clears a rendertarget. To do this, it activates the rendertarget.
+		该方法清楚了一个rendertarget。为此它会激活此endertarget
 		</p>
 
 		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
-		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
+		<p>使用相机编译场景中的所有材质。这对于在首次渲染之前预编译着色器很有用。</p>
 
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
-		<p>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
+		<p>将当前WebGLFramebuffer中的像素复制到2D纹理中。可访问[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
 
 		<h3>[method:null copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
-		<p>Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</p>
+		<p>将纹理的所有像素复制到一个已有的从给定位置开始的纹理中。可访问[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</p>
 
 		<h3>[method:null dispose]( )</h3>
-		<p>Dispose of the current rendering context.</p>
+		<p>处理当前的渲染环境</p>
 
 		<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
 		<p>
-		Used to check whether various extensions are supported and returns an object with details of the extension if available.
-		This method can check for the following extensions:<br /><br />
+        用于检查是否支持各种扩展,并返回一个对象,其中包含扩展的详细信息。
+        该方法检查以下扩展:<br /><br />
 
 		- *WEBGL_depth_texture*<br />
 		- *EXT_texture_filter_anisotropic*<br />
@@ -339,131 +312,125 @@
 
 		<h3>[method:null forceContextLoss]( )</h3>
 		<p>
-		Simulate loss of the WebGL context. This requires support for the
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
-		According to [link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
+        模拟WebGL环境的丢失。需要支持
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context]扩展才能用。
+		根据[link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
 		</p>
 
 		<h3>[method:Float getClearAlpha]()</h3>
-		<p>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</p>
+		<p>返回一个表示当前alpha值的[page:Float float],范围0到1</p>
 
 		<h3>[method:Color getClearColor]()</h3>
-		<p>Returns a [page:Color THREE.Color] instance with the current clear color.</p>
+		<p>返回一个表示当前颜色值的[page:Color THREE.Color]实例</p>
 
 		<h3>[method:WebGLRenderingContext getContext]()</h3>
-		<p>Return the current WebGL context.</p>
+		<p>返回当前WebGL环境</p>
 
 		<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
-		<p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
+		<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:RenderTarget getRenderTarget]()</h3>
-		<p>Returns the current RenderTarget, if any.</p>
+		<p>如果当前存在RenderTarget,返回当前它</p>
 
 		<h3>[method:RenderTarget getCurrentViewport]()</h3>
-		<p>Returns the current viewport.</p>
+		<p>返回当前视口</p>
 
 		<h3>[method:Object getDrawingBufferSize]()</h3>
-		<p>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</p>
+		<p>返回一个包含渲染器绘图缓存宽度和高度(单位像素)的对象。</p>
 
 		<h3>[method:number getPixelRatio]()</h3>
-		<p>Returns current device pixel ratio used.</p>
+		<p>返回当前使用设备像素比</p>
 
 		<h3>[method:Object getSize]()</h3>
-		<p>Returns an object containing the width and height of the renderer's output canvas, in pixels.</p>
+		<p>返回包含渲染器输出canvas的宽度和高度(单位像素)的对象。</p>
 
 		<h3>[method:null resetGLState]( )</h3>
-		<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
+		<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>
-		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
-		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
+		<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>
 
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
 		<p>
-			Render a [page:Scene scene] using a [page:Camera camera].<br />
+			用相机([page:Camera camera])渲染一个场景([page:Scene scene])<br />
 
-			The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
+			渲染一般是在canvas上完成的,或者是[page:WebGLRenderTarget renderTarget](如果有指定)<br />
 
-			If [page:Boolean forceClear] is *true*, the depth, stencil and color buffers will be cleared
-			before rendering even if the renderer's [page:WebGLRenderer.autoClear autoClear] property is false.<br />
+			如果[page:Boolean forceClear]值是*true*,那么颜色、深度及模板缓存将会在渲染之前清除,即使渲染器的[page:WebGLRenderer.autoClear autoClear]属性值是false<br />
 
-			Even with forceClear set to true you can prevent certain buffers being cleared by setting
-			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
+			即便forceClear设为true, 也可以通过将[page:WebGLRenderer.autoClearColor autoClearColor]、[page:WebGLRenderer.autoClearStencil autoClearStencil]或[page:WebGLRenderer.autoClearDepth autoClearDepth]属性的值设为false来阻止对应缓存被清除。
 		</p>
 
 		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
-		<p>Render a buffer geometry group using the camera and with the specified material.</p>
+		<p>使用相机和指定材质渲染缓冲几何组。</p>
 
 		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
-		<p>object - an instance of [page:Object3D]<br />
-		program - an instance of shaderProgram<br />
-		shading - an instance of Material<br /><br />
+		<p>object - 一个[page:Object3D]实例<br />
+		program - 一个shaderProgram实例<br />
+		shading - 一个Material实例<br /><br />
 
-		Render an immediate buffer. Gets called by renderImmediateObject.
+		渲染即使缓冲,由enderImmediateObject对象调用
 		</p>
 
 		<h3>[method:null setAnimationLoop]( [param:Function callback] )</h3>
-		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
-		<p>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p>
+		<p>[page:Function callback] — 每个可用帧都会调用的函数。 如果传入‘null’,所有正在进行的动画都会停止。</p>
+		<p>可用来代替[link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]的内置函数. 对于WebVR想谬,必须使用此功能</p>
 
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
-		<p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
+		<p>设置alpha。合法参数是一个*0.0*到 *1.0*之间的浮点数</p>
 
 		<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
-		<p>Sets the clear color and opacity.</p>
+		<p>设置颜色及其透明度</p>
 
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
-		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
+		<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] )</h3>
 		<p>
-		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
-		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
+		renderTarget -- 需要被激活的[page:WebGLRenderTarget renderTarget](可选).<br /><br />
+		该方法设置活跃rendertarget. 参数缺省则将canvas设置成活跃rendertarget
 		</p>
 
 		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
 		<p>
-		Sets the scissor area from (x, y) to (x + width, y + height)
+        将剪裁区域设为(x, y)到(x + width, y + height)
+		Sets the scissor area from
 		</p>
 
 		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
 		<p>
-		Enable or disable the scissor test. When this is enabled, only the pixels within the defined
-			scissor area will be affected by further renderer actions.
+        启用或禁用剪裁检测. 若启用,则只有在所定义的裁剪区域内的像素才会受之后的渲染器影响。
 		</p>
 
 		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
 		<p>
-		Resizes the output canvas to (width, height) with device pixel ratio taken into account,
-			and also sets the viewport to fit that size, starting in (0, 0).
-			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
+		将输出canvas的大小调整为(width, height)并考虑设备像素比,且将视口从(0, 0)开始调整到适合大小
+		将[page:Boolean updateStyle]设置为false以阻止对canvas的样式做任何改变。
 		</p>
 
 		<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
 		<p>
-		texture -- The [page:Texture texture] that needs to be set.<br />
-		slot -- The number indicating which slot should be used by the texture.<br /><br />
-
-		This method sets the correct texture to the correct slot for the WebGL shader.
-		The slot number can be found as a value of the uniform of the sampler.<br /><br />
+		texture -- 需被设置的[page:Texture texture]<br />
+		slot -- 纹理应该使用的插槽号<br /><br />
+        该方法为WebGL着色器将正确的纹理设置到正确的插槽中。插槽号可作为取样器的全局变量(uniform)<br /><br />
 
-		Note: This method replaces the older [method:null setTexture] method.
+		说明: 该方法取代了旧的[method:null setTexture]方法
 		</p>
 
 		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
 		<p>
-		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
-		slot -- The number indicating which slot should be used by the texture.<br /><br />
+		texture -- 需要被设置的[page:CubeTexture cubeTexture]<br />
+		slot -- 纹理应该使用的插槽号<br /><br />
 
-		This method sets the correct texture to the correct slot for the WebGL shader.
-		The slot number can be found as a value of the uniform of the sampler.
+        该方法为WebGL着色器将正确的纹理设置到正确的插槽中。插槽号可作为取样器的全局变量(uniform)
 		</p>
 
 		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
-		<p>Sets the viewport to render from (x, y) to (x + width, y + height).</p>
+		<p>将视口大小设置为(x, y)到 (x + width, y + height).</p>
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>