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9 changes: 5 additions & 4 deletions docs/api/ar/renderers/WebGLRenderer.html
Original file line number Diff line number Diff line change
Expand Up @@ -354,17 +354,18 @@ <h3>
</h3>
<p>
يجمع جميع المواد في المشهد مع الكاميرا. هذا مفيد لـ
تجميع الشادرات قبل العرض الأول.
تجميع الشادرات قبل العرض الأول. <br />
لاحظ أنه يجب تكوين إضاءة المشهد قبل استدعاء هذه الطريقة.
</p>

<h3>
[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )
</h3>
<p>
Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the
given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
إصدار غير متزامن من [page:WebGLRenderer.compile .compile](). تقوم الطريقة بإرجاع Promise
الذي يتم حله عندما يمكن عرض الكائن أو المشهد ثلاثي الأبعاد المحدد دون توقف غير ضروري بسبب تجميع التظليل.<br /><br />

This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
تستخدم هذه الطريقة *KHR_parallel_shader_compile*.
</p>

<h3>
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9 changes: 5 additions & 4 deletions docs/api/en/renderers/WebGLRenderer.html
Original file line number Diff line number Diff line change
Expand Up @@ -351,15 +351,16 @@ <h3>
[method:undefined compile]( [param:Object3D 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>
Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering. <br />
Note that the scene's lighting should be configured before calling this method.
</p>

<h3>
[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )
</h3>
<p>
Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the
given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
Asynchronous version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the
given scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />

This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
</p>
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11 changes: 7 additions & 4 deletions docs/api/it/renderers/WebGLRenderer.html
Original file line number Diff line number Diff line change
Expand Up @@ -308,13 +308,16 @@ <h3>[method:undefined clearStencil]( )</h3>
<p>Cancella il buffer di stencil. Equivalente a chiamare [page:WebGLRenderer.clear .clear]( false, false, true ).</p>

<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
<p>Compila tutti i materiali nella scena con la telecamera. Questo è utile per precompilare le ombre prima del primo rendering.</p>
<p>
Compila tutti i materiali nella scena con la telecamera. Questo è utile per precompilare le ombre prima del primo rendering.<br/>
Tieni presente che l'illuminazione della scena deve essere configurata prima di chiamare questo metodo.
</p>

<h3>[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )</h3>
<p>
Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the
given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />
This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
Versione asincrona di [page:WebGLRenderer.compile .compile](). Il metodo restituisce una Promise che si risolve quando è possibile eseguire
il rendering di un determinato oggetto 3D o scena senza inutili stalli dovuti alla compilazione dello shader.<br /><br />
Questo metodo utilizza *KHR_parallel_shader_compile*.
</p>

<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
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11 changes: 6 additions & 5 deletions docs/api/zh/renderers/WebGLRenderer.html
Original file line number Diff line number Diff line change
Expand Up @@ -269,14 +269,15 @@ <h3>[method:undefined clearStencil]( )</h3>
<p>清除模板缓存。相当于调用[page:WebGLRenderer.clear .clear]( false, false, true )</p>

<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
<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>
<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。<br />
请注意,在调用此方法之前应配置场景的照明。
</p>

<h3>[method:Promise compileAsync]( [param:Object3D scene], [param:Camera camera] )</h3>
<p>
Async version of [page:WebGLRenderer.compile .compile](). The method returns a Promise that resolves when the
given 3D object or scene can be rendered without unnecessary stalling due to shader compilation.<br /><br />

This method makes use of the *KHR_parallel_shader_compile* WebGL extension.
[page:WebGLRenderer.compile .compile]() 的异步版本。该方法返回一个 Promise。它解决了何时可以渲染给定的 3D 对象或场景,而不会因着色器编译而出现不必要的停顿。<br /><br />
此方法利用 *KHR_parallel_shader_compile*。
</p>

<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
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