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Merge pull request #20895 from Mugen87/dev2
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Docs: More clean up.
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mrdoob committed Dec 16, 2020
2 parents a94e46a + f832dce commit 7085f01
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Showing 8 changed files with 12 additions and 27 deletions.
2 changes: 1 addition & 1 deletion docs/api/en/materials/MeshBasicMaterial.html
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Expand Up @@ -80,7 +80,7 @@ <h3>[property:Integer combine]</h3>
blend between the two colors.
</p>

<h3>[property:TextureCube envMap]</h3>
<h3>[property:Texture envMap]</h3>
<p>The environment map. Default is null.</p>

<h3>[property:Texture lightMap]</h3>
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2 changes: 1 addition & 1 deletion docs/api/en/materials/MeshLambertMaterial.html
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Expand Up @@ -107,7 +107,7 @@ <h3>[property:Texture emissiveMap]</h3>
<h3>[property:Float emissiveIntensity]</h3>
<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>

<h3>[property:TextureCube envMap]</h3>
<h3>[property:Texture envMap]</h3>
<p>The environment map. Default is null.</p>

<h3>[property:Texture lightMap]</h3>
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3 changes: 1 addition & 2 deletions docs/api/en/materials/MeshPhongMaterial.html
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Expand Up @@ -139,10 +139,9 @@ <h3>[property:Texture emissiveMap]</h3>
<h3>[property:Float emissiveIntensity]</h3>
<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>

<h3>[property:TextureCube envMap]</h3>
<h3>[property:Texture envMap]</h3>
<p>The environment map. Default is null.</p>


<h3>[property:Texture lightMap]</h3>
<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>

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14 changes: 3 additions & 11 deletions docs/api/en/materials/MeshStandardMaterial.html
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Expand Up @@ -164,17 +164,9 @@ <h3>[property:Texture emissiveMap]</h3>
<h3>[property:Float emissiveIntensity]</h3>
<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>

<h3>[property:TextureCube envMap]</h3>
<p>The environment map. Default is null. Note that in order for the material roughness
property to correctly blur out the environment map, the shader must have access to mipmaps
of the env texture. TextureCubes created with default settings are correctly configured;
if adjusting texture parameters manually, ensure minFilter is set to one of the MipMap options,
and that mip maps have not been otherwise forcibly disabled.</p>
<p>
Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
[page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().
See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
<h3>[property:Texture envMap]</h3>
<p>The environment map. To ensure a physically correct rendering, you should only add
environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
</p>

<h3>[property:Float envMapIntensity]</h3>
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2 changes: 1 addition & 1 deletion docs/api/zh/materials/MeshBasicMaterial.html
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Expand Up @@ -70,7 +70,7 @@ <h3>[property:Integer combine]</h3>
[page:Materials THREE.AddOperation]。如果选择多个,则使用[page:.reflectivity]在两种颜色之间进行混合。
</p>

<h3>[property:TextureCube envMap]</h3>
<h3>[property:Texture envMap]</h3>
<p>环境贴图。默认值为null。</p>

<h3>[property:Texture lightMap]</h3>
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2 changes: 1 addition & 1 deletion docs/api/zh/materials/MeshLambertMaterial.html
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Expand Up @@ -89,7 +89,7 @@ <h3>[property:Texture emissiveMap]</h3>
<h3>[property:Float emissiveIntensity]</h3>
<p> 放射光强度。调节发光颜色。默认为1。</p>

<h3>[property:TextureCube envMap]</h3>
<h3>[property:Texture envMap]</h3>
<p> 环境贴图。默认值为null。</p>

<h3>[property:Texture lightMap]</h3>
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2 changes: 1 addition & 1 deletion docs/api/zh/materials/MeshPhongMaterial.html
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Expand Up @@ -109,7 +109,7 @@ <h3>[property:Texture emissiveMap]</h3>
<h3>[property:Float emissiveIntensity]</h3>
<p>放射光强度。调节发光颜色。默认为1。</p>

<h3>[property:TextureCube envMap]</h3>
<h3>[property:Texture envMap]</h3>
<p>环境贴图。默认值为null。</p>


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12 changes: 3 additions & 9 deletions docs/api/zh/materials/MeshStandardMaterial.html
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Expand Up @@ -132,15 +132,9 @@ <h3>[property:Texture emissiveMap]</h3>
<h3>[property:Float emissiveIntensity]</h3>
<p>放射光强度。调节发光颜色。默认为1。</p>

<h3>[property:TextureCube envMap]</h3>
<p> 环境贴图。默认值为null。
请注意,为了使材质粗糙度属性能够正确地模糊环境贴图,shader必须能够访问环境纹理的mipmaps。
使用默认设置创建的TextureCubes已正确配置; 如果手动调整纹理参数,
请确保将minFilter设置为其中一个MipMap选项,并且未强制禁用mip贴图。</p>
<p>
注意:MeshStandardMaterial 仅支持[link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps]。
如果要使用equirectangular贴图,则需要使用 [page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]()。
详细信息请参阅此示例[link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example]。
<h3>[property:Texture envMap]</h3>
<p>The environment map. To ensure a physically correct rendering, you should only add
environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
</p>

<h3>[property:Float envMapIntensity]</h3>
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