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Docs: Clean up.

Mugen87 5 anos atrás
pai
commit
e06e9892bd
30 arquivos alterados com 99 adições e 99 exclusões
  1. 3 1
      docs/api/en/helpers/PointLightHelper.html
  2. 0 1
      docs/api/en/lights/PointLight.html
  3. 2 21
      docs/api/en/lights/SpotLight.html
  4. 3 1
      docs/api/en/loaders/BufferGeometryLoader.html
  5. 4 2
      docs/api/en/loaders/TextureLoader.html
  6. 3 1
      docs/api/en/materials/MeshDistanceMaterial.html
  7. 5 3
      docs/api/en/materials/MeshPhysicalMaterial.html
  8. 4 1
      docs/api/en/materials/ShadowMaterial.html
  9. 2 2
      docs/api/en/materials/SpriteMaterial.html
  10. 6 2
      docs/api/en/objects/InstancedMesh.html
  11. 3 1
      docs/api/en/textures/DepthTexture.html
  12. 3 1
      docs/api/zh/helpers/PointLightHelper.html
  13. 4 5
      docs/api/zh/lights/PointLight.html
  14. 3 22
      docs/api/zh/lights/SpotLight.html
  15. 3 1
      docs/api/zh/loaders/BufferGeometryLoader.html
  16. 4 2
      docs/api/zh/loaders/TextureLoader.html
  17. 3 1
      docs/api/zh/materials/MeshDistanceMaterial.html
  18. 6 3
      docs/api/zh/materials/MeshPhysicalMaterial.html
  19. 4 1
      docs/api/zh/materials/ShadowMaterial.html
  20. 2 2
      docs/api/zh/materials/SpriteMaterial.html
  21. 6 2
      docs/api/zh/objects/InstancedMesh.html
  22. 3 2
      docs/api/zh/textures/DepthTexture.html
  23. 1 1
      docs/examples/en/geometries/DecalGeometry.html
  24. 1 1
      docs/examples/en/math/Lut.html
  25. 4 5
      docs/examples/en/objects/Lensflare.html
  26. 1 1
      docs/examples/zh/geometries/DecalGeometry.html
  27. 1 1
      docs/examples/zh/math/Lut.html
  28. 4 5
      docs/examples/zh/objects/Lensflare.html
  29. 6 3
      docs/manual/en/introduction/Creating-text.html
  30. 5 4
      docs/manual/zh/introduction/Creating-text.html

+ 3 - 1
docs/api/en/helpers/PointLightHelper.html

@@ -20,7 +20,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );

+ 0 - 1
docs/api/en/lights/PointLight.html

@@ -25,7 +25,6 @@
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]

+ 2 - 21
docs/api/en/lights/SpotLight.html

@@ -19,30 +19,11 @@
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 
-
-
-
 		<h2>Example</h2>
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>Other Examples</h2>
-
 		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 
 		<h2>Code Example</h2>

+ 3 - 1
docs/api/en/loaders/BufferGeometryLoader.html

@@ -19,7 +19,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
 
 		<code>
 		// instantiate a loader

+ 4 - 2
docs/api/en/loaders/TextureLoader.html

@@ -19,6 +19,10 @@
 
 		<h2>Example</h2>
 
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
+
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 
@@ -26,8 +30,6 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 
-		[example:webgl_geometry_cube geometry / cube]
-
 		<h2>Example with Callbacks</h2>
 
 		<code>

+ 3 - 1
docs/api/en/materials/MeshDistanceMaterial.html

@@ -21,7 +21,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		<p>
+			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		</p>
 
 		<script>
 

+ 5 - 3
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -37,8 +37,10 @@
 		</script>
 
 		<h2>Examples</h2>
-		[example:webgl_materials_variations_physical materials / variations / physical]<br />
-		[example:webgl_materials_reflectivity materials / reflectivity]
+		<p>
+			[example:webgl_materials_variations_physical materials / variations / physical]<br />
+			[example:webgl_materials_reflectivity materials / reflectivity]
+		</p>
 
 		<h2>Constructor</h2>
 
@@ -70,7 +72,7 @@
 
 					'STANDARD': ''
 					'PHYSICAL': '',
-			
+
 				};
 			</code>
 

+ 4 - 1
docs/api/en/materials/ShadowMaterial.html

@@ -17,7 +17,10 @@
 		</p>
 
 		<h3>Example</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );

+ 2 - 2
docs/api/en/materials/SpriteMaterial.html

@@ -15,12 +15,12 @@
 		<p class="desc">A material for a use with a [page:Sprite].</p>
 
 		<h2>Examples</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

+ 6 - 2
docs/api/en/objects/InstancedMesh.html

@@ -18,10 +18,14 @@
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 		<p>
-			[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
+			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
+			[example:webgl_instancing_modified WebGL / instancing / modified]<br />
+			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
+			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
+			[example:webgl_instancing_raycast WebGL / instancing / raycast]
 		</p>
 
 		<h2>Constructor</h2>

+ 3 - 1
docs/api/en/textures/DepthTexture.html

@@ -19,7 +19,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_depth_texture depth / texture]
+		<p>
+			[example:webgl_depth_texture depth / texture]
+		</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>

+ 3 - 1
docs/api/zh/helpers/PointLightHelper.html

@@ -20,7 +20,9 @@
 
 		<h2>例子</h2>
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );

+ 4 - 5
docs/api/zh/lights/PointLight.html

@@ -24,7 +24,6 @@
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
@@ -46,7 +45,7 @@ scene.add( light );
 			[page:Number distance] - 这个距离表示从光源到光照强度为0的位置。
 			当设置为0时,光永远不会消失(距离无穷大)。缺省值 0.<br />
 			[page:Float decay] - 沿着光照距离的衰退量。缺省值 1。
-			
+
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />
 
 			创建一个新的点光源(PointLight)。
@@ -75,7 +74,7 @@ scene.add( light );
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
-			
+
 			该值与 [page:.intensity intensity] 直接关联
   			<code>
 				power = intensity * 4&pi;
@@ -86,9 +85,9 @@ scene.add( light );
 		<h3>[property:LightShadow shadow]</h3>
 		<p>
 			[page:LightShadow]用与计算此光照的阴影。<br /><br />
-			
+
 			此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
-			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far] 
+			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far]
 			为500的透视摄像机 [page:PerspectiveCamera]。
 		</p>
 

+ 3 - 22
docs/api/zh/lights/SpotLight.html

@@ -18,30 +18,11 @@
 			该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
 		</p>
 
-
-
-
 		<h2>示例</h2>
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>其他例子</h2>
-
 		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 
 		<h2>代码示例</h2>
@@ -124,7 +105,7 @@
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
-			
+
 			该值与 [page:.intensity intensity] 直接关联
 				<code>
 				power = intensity * 4&pi;

+ 3 - 1
docs/api/zh/loaders/BufferGeometryLoader.html

@@ -19,7 +19,9 @@
 
 		<h2>例子</h2>
 
-		[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
 
 		<code>
 		// 初始化一个加载器

+ 4 - 2
docs/api/zh/loaders/TextureLoader.html

@@ -19,6 +19,10 @@
 
 		<h2>例子</h2>
 
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
+
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 
@@ -26,8 +30,6 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 
-		[example:webgl_geometry_cube geometry / cube]
-
 		<h2>Example with Callbacks</h2>
 
 		<code>

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

@@ -21,7 +21,9 @@
 
 		<h2>示例</h2>
 
-		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		<p>
+			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		</p>
 
 		<script>
 

+ 6 - 3
docs/api/zh/materials/MeshPhysicalMaterial.html

@@ -35,8 +35,11 @@
 		</script>
 
 		<h2>例子(Examples)</h2>
-		[example:webgl_materials_variations_physical materials / variations / physical]<br />
-		[example:webgl_materials_reflectivity materials / reflectivity]
+
+		<p>
+			[example:webgl_materials_variations_physical materials / variations / physical]<br />
+			[example:webgl_materials_reflectivity materials / reflectivity]
+		</p>
 
 		<h2>构造函数(Constructor)</h2>
 
@@ -65,7 +68,7 @@
 
 					'STANDARD': ''
 					'PHYSICAL': '',
-			
+
 				};
 			</code>
 			[page:WebGLRenderer]使用它来选择shaders。

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

@@ -17,7 +17,10 @@
 		</p>
 
 		<h3>例子(Example)</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+	
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );

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

@@ -15,12 +15,12 @@
 		<p class="desc">一种使用[page:Sprite]的材质。</p>
 
 		<h2>例子(Examples)</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

+ 6 - 2
docs/api/zh/objects/InstancedMesh.html

@@ -18,10 +18,14 @@
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 		<p>
-			[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
+			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
+			[example:webgl_instancing_modified WebGL / instancing / modified]<br />
+			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
+			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
+			[example:webgl_instancing_raycast WebGL / instancing / raycast]
 		</p>
 
 		<h2>Constructor</h2>

+ 3 - 2
docs/api/zh/textures/DepthTexture.html

@@ -17,8 +17,9 @@
 		</p>
 
 		<h2>示例</h2>
-
-		[example:webgl_depth_texture depth / texture]
+		<p>
+			[example:webgl_depth_texture depth / texture]
+		</p>
 
 		<h2>构造函数</h2>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>

+ 1 - 1
docs/examples/en/geometries/DecalGeometry.html

@@ -32,7 +32,7 @@
 
 		<h2>Example</h2>
 
-		<p>[example:webgl_decals decals ]</p>
+		<p>[example:webgl_decals WebGL / decals]</p>
 
 		<code>var geometry =  new THREE.DecalGeometry( mesh, position, orientation, size );
 		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

+ 1 - 1
docs/examples/en/math/Lut.html

@@ -2,7 +2,7 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<base href="../../" />
+		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<link type="text/css" rel="stylesheet" href="page.css" />

+ 4 - 5
docs/examples/en/objects/Lensflare.html

@@ -19,9 +19,10 @@
 		<h2>Example</h2>
 
 		<p>
-			[example:webgl_lensflares lensflares]
+			[example:webgl_lensflares WebGL / lensflares]
+		</p>
 
-			<code>
+		<code>
 var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
 
 var textureLoader = new THREE.TextureLoader();
@@ -37,9 +38,7 @@ lensflare.addElement( new THREE.LensflareElement( textureFlare1, 512, 0 ) );
 lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
 
 light.add( lensflare );
-			</code>
-
-		</p>
+		</code>
 
 		<h2>Constructor</h2>
 

+ 1 - 1
docs/examples/zh/geometries/DecalGeometry.html

@@ -32,7 +32,7 @@
 
 		<h2>Example</h2>
 
-		<p>[example:webgl_decals decals ]</p>
+		<p>[example:webgl_decals WebGL / decals]</p>
 
 		<code>var geometry =  new THREE.DecalGeometry( mesh, position, orientation, size );
 		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

+ 1 - 1
docs/examples/zh/math/Lut.html

@@ -2,7 +2,7 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<base href="../../" />
+		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<link type="text/css" rel="stylesheet" href="page.css" />

+ 4 - 5
docs/examples/zh/objects/Lensflare.html

@@ -19,9 +19,10 @@
 		<h2>示例</h2>
 
 		<p>
-			[example:webgl_lensflares lensflares]
+			[example:webgl_lensflares WebGL / lensflares]
+		</p>
 
-			<code>
+		<code>
 var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
 
 var textureLoader = new THREE.TextureLoader();
@@ -37,9 +38,7 @@ lensflare.addElement( new THREE.LensflareElement( textureFlare1, 512, 0 ) );
 lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
 
 light.add( lensflare );
-			</code>
-
-		</p>
+		</code>
 
 		<h2>Constructor</h2>
 

+ 6 - 3
docs/manual/en/introduction/Creating-text.html

@@ -76,14 +76,17 @@
 			</p>
 
 			<h3>Examples</h3>
-			[example:webgl_geometry_text WebGL / geometry / text]<br />
-			[example:webgl_shadowmap WebGL / shadowmap]
+
+			<p>
+				[example:webgl_geometry_text WebGL / geometry / text]<br />
+				[example:webgl_shadowmap WebGL / shadowmap]
+			</p>
 
 			<p>
 				If Typeface is down, or you want to use a font that is not there, there's a tutorial
 				with a python script for blender that allows you to export text to Three.js's JSON format:
 				[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
-				</p>
+			</p>
 
 		</div>
 

+ 5 - 4
docs/manual/zh/introduction/Creating-text.html

@@ -70,14 +70,15 @@
 			</p>
 
 			<h3>示例</h3>
-			[example:webgl_geometry_text WebGL / geometry / text]<br />
-			[example:canvas_geometry_text canvas / geometry / text]<br />
-			[example:webgl_shadowmap WebGL / shadowmap]
+			<p>
+				[example:webgl_geometry_text WebGL / geometry / text]<br />
+				[example:webgl_shadowmap WebGL / shadowmap]
+			</p>
 
 			<p>
 				如果Typeface已经关闭,或者没有你所想使用的字体,这有一个教程:[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]<br>
 				这是一个在blender上运行的python脚本,能够让你将文字导出为Three.js的JSON格式。
-				</p>
+			</p>
 
 		</div>