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Docs: Clean up. (mrdoob#30121)
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Mugen87 authored Dec 14, 2024
1 parent 724a8bf commit ef5be21
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3 changes: 0 additions & 3 deletions docs/api/ar/materials/MeshNormalMaterial.html
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Expand Up @@ -74,9 +74,6 @@ <h3>[property:Boolean flatShading]</h3>
تحديد ما إذا كان يتم عرض المادة بظلال مسطحة. الافتراضي هو خطأ.
</p>

<h3>[property:Boolean fog]</h3>
<p>ما إذا كانت المادة متأثرة بالضباب. الافتراضي هو `false`.</p>

<h3>[property:Texture normalMap]</h3>
<p>
النسيج لإنشاء خريطة طبيعية. تؤثر قيم RGB على السطح الطبيعي لكل قطعة بكسل وتغير طريقة إضاءة اللون. لا تغير خرائط العادية شكل السطح الفعلي ، فقط الإضاءة. في حال كانت المادة تحتوي على خريطة طبيعية مؤلفة باستخدام اتفاقية اليد اليسرى ، يجب إنكار مكون y من normalScale للتعويض عن اختلاف التوجه.
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3 changes: 0 additions & 3 deletions docs/api/en/materials/MeshNormalMaterial.html
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Expand Up @@ -90,9 +90,6 @@ <h3>[property:Boolean flatShading]</h3>
false.
</p>

<h3>[property:Boolean fog]</h3>
<p>Whether the material is affected by fog. Default is `false`.</p>

<h3>[property:Texture normalMap]</h3>
<p>
The texture to create a normal map. The RGB values affect the surface
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3 changes: 0 additions & 3 deletions docs/api/fr/materials/MeshNormalMaterial.html
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Expand Up @@ -79,9 +79,6 @@ <h3>[property:Boolean flatShading]</h3>
Définit si le matériau est rendu avec un ombrage plat. La valeur par défaut est false.
</p>

<h3>[property:Boolean fog]</h3>
<p>Si le matériau est affecté par le brouillard (fog) La valeur par défaut est `false`.</p>

<h3>[property:Texture normalMap]</h3>
<p>
La texture pour créer une carte normale. Les valeurs RVB affectent la surface normale pour chaque fragment de pixel et changent
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3 changes: 0 additions & 3 deletions docs/api/it/materials/MeshNormalMaterial.html
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Expand Up @@ -82,9 +82,6 @@ <h3>[property:Boolean flatShading]</h3>
Definisce se il materiale viene renderizzato con un'ombreggiatura piatta. Il valore predefinito è `false`.
</p>

<h3>[property:Boolean fog]</h3>
<p>Indica se il materiale è influenzato dalla nebbia. Il valore predefinito è `false`.</p>

<h3>[property:Texture normalMap]</h3>
<p>
La texture per creare una mappa normale. I valori RGB influenzano la normale della superficie per ogni frammento di pixel
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3 changes: 0 additions & 3 deletions docs/api/zh/materials/MeshNormalMaterial.html
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Expand Up @@ -66,9 +66,6 @@ <h3>[property:Boolean flatShading]</h3>
<p> 定义材质是否使用平面着色进行渲染。默认值为false。
</p>

<h3>[property:Boolean fog]</h3>
<p>材质是否受到雾的影响。默认值为 `false`。</p>

<h3>[property:Texture normalMap]</h3>
<p> 用于创建法线贴图的纹理。RGB值会影响每个像素片段的曲面法线,并更改颜色照亮的方式。法线贴图不会改变曲面的实际形状,只会改变光照。
In case the material has a normal map authored using the left handed convention, the y component of normalScale
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3 changes: 2 additions & 1 deletion src/nodes/accessors/InstanceNode.js
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Expand Up @@ -17,7 +17,8 @@ import { DynamicDrawUsage } from '../../constants.js';
/**
* This node implements the vertex shader logic which is required
* when rendering 3D objects via instancing. The code makes sure
* vertex position, normal and color data can influenced via instanced data.
* vertex positions, normals and colors can be modified via instanced
* data.
*
* @augments Node
*/
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