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@@ -145,23 +145,23 @@
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[page:constant AlphaFormat] 丢弃红、绿、蓝分量,仅读取Alpha分量。<br /><br />
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- [page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
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+ [page:constant RedFormat] 丢弃绿、蓝分量,仅读取红分量。<br /><br />
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- [page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
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- The texels are read as integers instead of floating point.
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+ [page:constant RedIntegerFormat] 丢弃绿、蓝分量,仅读取红分量。
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+ 纹理像素以整数形式读取,而非浮点数。
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<br /><br />
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- [page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
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+ [page:constant RGFormat] 丢弃 alpha、蓝分量,仅读取红、绿分量。
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<br /><br />
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- [page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
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- The texels are read as integers instead of floating point.
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+ [page:constant RGIntegerFormat] 丢弃 alpha、蓝分量,仅读取红、绿分量。
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+ 纹理像素以整数形式读取,而非浮点数。
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<br /><br />
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[page:constant RGBAFormat] 是默认值,它将读取红、绿、蓝和Alpha分量。<br /><br />
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- [page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
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- The texels are read as integers instead of floating point.
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+ [page:constant RGBAIntegerFormat] 是默认值,读取红、绿、蓝 和 alpha 分量。
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+ 纹理像素以整数形式读取,而非浮点数。
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<br /><br />
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[page:constant DepthFormat]将每个元素作为单独的深度值来读取,将其转换为范围限制在[0,1]区间的浮点数。
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@@ -191,7 +191,7 @@
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通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC]格式将可以使用:<br />
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- [page:constant RGB_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像。
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+ [page:constant RGB_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像。<br />
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[page:constant RGBA_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像,Alpha仅具有是/否透明两个值。<br />
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[page:constant RGBA_S3TC_DXT3_Format]:RGBA图像格式的DXT3压缩图像,和32位RGBA纹理贴图相比,它提供了4:1的压缩比。<br />
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[page:constant RGBA_S3TC_DXT5_Format]:RGBA图像格式的DXT5压缩图像,它也提供了4:1的压缩比,但与DX3格式的不同之处在于其Alpha是如何被压缩的。<br />
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@@ -226,13 +226,12 @@
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THREE.RGBA_ETC2_EAC_Format
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</code>
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<p>
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- For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
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- these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
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- (ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
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- (ETC2) extensions. <br /><br />
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+ 为了与 [page:CompressedTexture CompressedTexture] 的 [page:Texture.format format] 属性一起使用,这些需要支持 [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
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+ (ETC1) 或 [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
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+ (ETC2) 扩展。<br /><br />
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</p>
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- <h2>ASTC Compressed Texture Format</h2>
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+ <h2>ASTC 压缩纹理格式</h2>
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<code>
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THREE.RGBA_ASTC_4x4_Format
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THREE.RGBA_ASTC_5x4_Format
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@@ -250,11 +249,10 @@
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THREE.RGBA_ASTC_12x12_Format
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</code>
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<p>
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- For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
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- these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
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+ 为了与 [page:CompressedTexture CompressedTexture] 的 [page:Texture.format format] 属性一起使用,这些需要支持 [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] 扩展。<br /><br />
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</p>
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- <h2>Internal Formats</h2>
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+ <h2>内部格式</h2>
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<code>
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'ALPHA'
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'RGB'
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@@ -319,210 +317,206 @@
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</code>
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<p>
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- For use with a texture's [page:Texture.internalFormat internalFormat] property,
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- these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
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+ 为了与纹理 [page:Texture.internalFormat internalFormat] 属性一起使用,
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+ 这些属性定义了纹理元素或 *texels* 在GPU上的存储方式。<br /><br />
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- [page:constant R8] stores the red component on 8 bits.<br /><br />
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+ [page:constant R8] 存储红色分量,占用 8 bits。<br /><br />
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- [page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
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+ [page:constant R8_SNORM] 存储红色分量,占用 8 bits。 分量值为归一化后的值。<br /><br />
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- [page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
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+ [page:constant R8I] 存储红色分量,占用 8 bits。 分量值为整数。<br /><br />
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- [page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
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+ [page:constant R8UI] 存储红色分量,占用 8 bits。 分量值为无符号整数。<br /><br />
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- [page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
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+ [page:constant R16I] 存储红色分量,占用 16 bits。 分量值为整数。<br /><br />
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- [page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
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+ [page:constant R16UI] 存储红色分量,占用 16 bits。 分量值为无符号整数。<br /><br />
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- [page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
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+ [page:constant R16F] 存储红色分量,占用 16 bits。 分量值为浮点数。<br /><br />
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- [page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
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+ [page:constant R32I] 存储红色分量,占用 32 bits。 分量值为整数。<br /><br />
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- [page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
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+ [page:constant R32UI] 存储红色分量,占用 32 bits。 分量值为无符号整数。<br /><br />
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- [page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
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+ [page:constant R32F] 存储红色分量,占用 32 bits。 分量值为浮点数。<br /><br />
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- [page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
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+ [page:constant RG8] 存储红色和绿色分量,分别占用 8 bits。<br /><br />
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- [page:constant RG8_SNORM] stores the red and green components on 8 bits each.
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- Every component is stored as normalized.
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+ [page:constant RG8_SNORM] 存储红色和绿色分量,分别占用 8 bits。
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+ 每个分量都是归一化后的值。
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<br /><br />
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- [page:constant RG8I] stores the red and green components on 8 bits each.
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- Every component is stored as an integer.
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+ [page:constant RG8I] 存储红色和绿色分量,分别占用 8 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RG8UI] stores the red and green components on 8 bits each.
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- Every component is stored as an unsigned integer.
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+ [page:constant RG8UI] 存储红色和绿色分量,分别占用 8 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RG16I] stores the red and green components on 16 bits each.
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- Every component is stored as an integer.
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+ [page:constant RG16I] 存储红色和绿色分量,分别占用 16 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RG16UI] stores the red and green components on 16 bits each.
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- Every component is stored as an unsigned integer.
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+ [page:constant RG16UI] 存储红色和绿色分量,分别占用 16 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RG16F] stores the red and green components on 16 bits each.
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- Every component is stored as floating point.
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+ [page:constant RG16F] 存储红色和绿色分量,分别占用 16 bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [page:constant RG32I] stores the red and green components on 32 bits each.
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- Every component is stored as an integer.
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+ [page:constant RG32I] 存储红色和绿色分量,分别占用 32 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RG32UI] stores the red and green components on 32 bits.
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- Every component is stored as an unsigned integer.
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+ [page:constant RG32UI] 存储红色和绿色分量,分别占用 32 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RG32F] stores the red and green components on 32 bits.
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- Every component is stored as floating point.
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+ [page:constant RG32F] 存储红色和绿色分量,分别占用 32 bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [page:constant RGB8] stores the red, green, and blue components on 8 bits each.
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+ [page:constant RGB8] 存储红色、绿色和蓝色分量,分别占用 8 bits。
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+ <br /><br />
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- [page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
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- Every component is stored as normalized.
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+ [page:constant RGB8_SNORM] 存储红色、绿色和蓝色分量,分别占用 8 bits。
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+ 每个分量都是归一化后的值。
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<br /><br />
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- [page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
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- Every component is stored as an integer.
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+ [page:constant RGB8I] 存储红色、绿色和蓝色分量,分别占用 8 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGB8UI] 存储红色、绿色和蓝色分量,分别占用 8 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
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- Every component is stored as an integer.
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+ [page:constant RGB16I] 存储红色、绿色和蓝色分量,分别占用 16 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGB16UI] 存储红色、绿色和蓝色分量,分别占用 16 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
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- Every component is stored as floating point
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+ [page:constant RGB16F] 存储红色、绿色和蓝色分量,分别占用 16 bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
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- Every component is stored as an integer.
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+ [page:constant RGB32I] 存储红色、绿色和蓝色分量,分别占用 32 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGB32UI] 存储红色、绿色和蓝色分量,分别占用 32 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
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- Every component is stored as floating point
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+ [page:constant RGB32F] 存储红色、绿色和蓝色分量,分别占用 32 bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
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- Every component is stored as floating point.
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+ [page:constant R11F_G11F_B10F] 存储红色、绿色和蓝色分量,分别占用 11 bits、11 bits 和 10bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
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+ [page:constant RGB565] 存储红色、绿色和蓝色分量,分别占用 5 bits、6 bits 和 5 bits。<br /><br />
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- [page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
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+ [page:constant RGB9_E5] 存储红色、绿色和蓝色分量,分别占用 9 bits。<br /><br />
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- [page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
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+ [page:constant RGBA8] 存储红色、绿色、蓝色和 alpha 分量,分别占用 8 bits。<br /><br />
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- [page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
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- Every component is stored as normalized.
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+ [page:constant RGBA8_SNORM] 存储红色、绿色、蓝色和 alpha 分量,分别占用 8 bits。
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+ 每个分量都是归一化后的值。
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<br /><br />
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- [page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
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- Every component is stored as an integer.
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+ [page:constant RGBA8I] 存储红色、绿色、蓝色和 alpha 分量,分别占用 8 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGBA8UI] 存储红色、绿色、蓝色和 alpha 分量,分别占用 8 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
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- Every component is stored as an integer.
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+ [page:constant RGBA16I] 存储红色、绿色、蓝色和 alpha 分量,分别占用 16 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGBA16UI] 存储红色、绿色、蓝色和 alpha 分量,分别占用 16 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
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- Every component is stored as floating point.
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+ [page:constant RGBA16F] 存储红色、绿色、蓝色和 alpha 分量,分别占用 16 bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
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- Every component is stored as an integer.
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+ [page:constant RGBA32I] 存储红色、绿色、蓝色和 alpha 分量,分别占用 32 bits。
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+ 每个分量都是整数。
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<br /><br />
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- [page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGBA32UI] 存储红色、绿色、蓝色和 alpha 分量,分别占用 32 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
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- Every component is stored as floating point.
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+ [page:constant RGBA32F] 存储红色、绿色、蓝色和 alpha 分量,分别占用 32 bits。
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+ 每个分量都是浮点数。
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<br /><br />
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- [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 />
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+ [page:constant RGB5_A1] 存储红色、绿色、蓝色和 alpha 分量,分别占用 5 bits、5 bits、5 bits 和 1 bit。<br /><br />
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- [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 />
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+ [page:constant RGB10_A2] 存储红色、绿色、蓝色和 alpha 分量,分别占用 10 bits、10 bits、10 bits 和 2 bits。<br /><br />
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- [page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
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- Every component is stored as an unsigned integer.
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+ [page:constant RGB10_A2UI] 存储红色、绿色、蓝色和 alpha 分量,分别占用 10 bits、10 bits、10 bits 和 2 bits。
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+ 每个分量都是无符号整数。
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<br /><br />
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- [page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
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+ [page:constant SRGB8] 存储红色、绿色和蓝色分量,分别占用 8 bits。<br /><br />
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- [page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
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+ [page:constant SRGB8_ALPHA8] 存储红色、绿色、蓝色和 alpha 分量,分别占用 8 bits。<br /><br />
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- [page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
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+ [page:constant DEPTH_COMPONENT16] 存储深度分量,占用 16bits。<br /><br />
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- [page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
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+ [page:constant DEPTH_COMPONENT24] 存储深度分量,占用 24bits。<br /><br />
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- [page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
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+ [page:constant DEPTH_COMPONENT32F] 存储深度分量,占用 32bits。分量值为浮点数。<br /><br />
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- [page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
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- The stencil component is stored as an unsigned integer.
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+ [page:constant DEPTH24_STENCIL8] 存储深度和模板分量,分别占用 24 bits 和 8 bits。
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+ 模板分量为无符号整数。
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<br /><br />
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- [page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
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- The depth component is stored as floating point, and the stencil component as an unsigned integer.
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+ [page:constant DEPTH32F_STENCIL8] 存储深度和模板分量,分别占用 32 bits 和 8 bits。
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+ 深度分量为浮点数,模板分量为无符号整数。
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<br /><br />
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- Note that the texture must have the correct [page:Texture.type type] set,
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- as well as the correct [page:Texture.format format].
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-
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- See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
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+ 请注意,纹理必须具有正确的 [page:Texture.type type] 设置,以及正确的 [page:Texture.format format]。
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+ <br />
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+ 查看 [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] 和
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[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
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- for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
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- and [page:Texture.type type].<br /><br />
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+ 有关可能组合的更多详细信息 [page:Texture.format format]、[page:Texture.internalFormat internalFormat] 和 [page:Texture.type type]。<br /><br />
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- For more in-depth information regarding internal formats, you can also refer directly
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- to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
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- to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
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+ 有关内部格式的更多详细信息,您还可以直接参考 [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] 和 [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification]。
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</p>
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- <h2>Depth Packing</h2>
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+ <h2>深度包装</h2>
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<code>
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THREE.BasicDepthPacking
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THREE.RGBADepthPacking
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</code>
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<p>
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- For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
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+ 与 `MeshDepthMaterial` 的 [page:MeshDepthMaterial.depthPacking depthPacking] 属性一起使用。
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</p>
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- <h2>Color Space</h2>
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+ <h2>颜色空间</h2>
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<code>
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THREE.NoColorSpace = ""
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THREE.SRGBColorSpace = "srgb"
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THREE.LinearSRGBColorSpace = "srgb-linear"
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</code>
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<p>
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- Used to define the color space of textures (and the output color space of the renderer).<br /><br />
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+ 用于定义纹理的颜色空间(以及渲染器的输出颜色空间)。<br /><br />
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- If the color space type is changed after the texture has already been used by a material,
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- you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
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+ 如果在纹理已被材质使用后更改颜色空间类型,则需要将 [page:Material.needsUpdate Material.needsUpdate] 设置为 `true` 以使材质重新编译。<br /><br />
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</p>
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<h2>源代码</h2>
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