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WebGLRenderer: Remove WebGL 1 support. (#27836)
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Mugen87 committed Feb 29, 2024
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13 changes: 5 additions & 8 deletions docs/api/ar/constants/Textures.html
Expand Up @@ -154,29 +154,29 @@ <h2>التنسيقات (Formats)</h2>
ويقرأ فقط المكون الألفا. <br /> <br />

[page:constant RedFormat] يتجاهل المكونات الخضراء والزرقاء ويقرأ
فقط المكون الأحمر. (يمكن استخدامه فقط مع سياق WebGL 2).
فقط المكون الأحمر.
<br /> <br />

[page:constant RedIntegerFormat] يتجاهل المكونات الخضراء والزرقاء
ويقرأ فقط المكون الأحمر. يتم قراءة `texels` كأعداد صحيحة بدلاً من
نقطة عائمة. (يمكن استخدامه فقط مع سياق WebGL 2).
نقطة عائمة.
<br /> <br />

[page:constant RGFormat] يتجاهل المكونات الألفا والزرقاء ويقرأ
المكونات الحمراء والخضراء. (يمكن استخدامه فقط مع سياق WebGL 2).
المكونات الحمراء والخضراء.
<br /> <br />

[page:constant RGIntegerFormat] يتجاهل المكونات الألفا والزرقاء
ويقرأ المكونات الحمراء والخضراء. يتم قراءة `texels` كأعداد صحيحة بدلاً من
نقطة عائمة. (يمكن استخدامه فقط مع سياق WebGL 2).
نقطة عائمة.
<br /> <br />

[page:constant RGBAFormat] هو الافتراضي ويلتقط المكونات الحمراء والخضراء والزرقاء
والألفا. <br /> <br />

[page:constant RGBAIntegerFormat] هو الافتراضي ويلتقط المكونات الحمراء والخضراء ،
الزرقاء والألفا. يتم قراءة `texels` كأعداد صحيحة بدلاً من
نقطة عائمة. (يمكن استخدامه فقط مع سياق WebGL 2).
نقطة عائمة.
<br /> <br />

[page:constant LuminanceFormat] يقرأ كل عنصر كمكون إضاءة واحد
Expand Down Expand Up @@ -378,9 +378,6 @@ <h2>التنسيقات الداخلية (Internal Formats)</h2>
</code>

<p>
تنبيه: تغيير التنسيق الداخلي للقوام سيؤثر فقط على
القوام عند استخدام سياق WebGL 2. <br /> <br />

للاستخدام مع خاصية [page:Texture.internalFormat internalFormat] للقوام ،
هذه تحدد كيفية تخزين عناصر قوام ، أو `texels` ،
على وحدة معالجة الرسومات. <br /> <br />
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2 changes: 1 addition & 1 deletion docs/api/ar/core/Uniform.html
Expand Up @@ -55,7 +55,7 @@ <h2>أنواع الموحدات (Uniform types)</h2>
<td>[page:Number]</td>
</tr>
<tr>
<td>uint (WebGL 2)</td>
<td>uint</td>
<td>[page:Number]</td>
</tr>
<tr>
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4 changes: 0 additions & 4 deletions docs/api/ar/materials/ShaderMaterial.html
Expand Up @@ -324,10 +324,6 @@ <h3>[property:Object extensions]</h3>
كائن يحتوي على الخصائص التالية:
<code>
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
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4 changes: 1 addition & 3 deletions docs/api/ar/objects/SkinnedMesh.html
Expand Up @@ -13,9 +13,7 @@ <h1>[name]</h1>

<p class="desc">
شبكة لديها [page:Skeleton] مع [page:Bone bones] يمكن استخدامها بعد ذلك
لتحريك رؤوس الهندسة.<br /> <br />

يمكن استخدام [name] فقط مع WebGL 2.
لتحريك رؤوس الهندسة.
</p>

<iframe id="scene" src="scenes/bones-browser.html"></iframe>
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47 changes: 0 additions & 47 deletions docs/api/ar/renderers/WebGL1Renderer.html

This file was deleted.

16 changes: 5 additions & 11 deletions docs/api/en/constants/Textures.html
Expand Up @@ -166,32 +166,29 @@ <h2>Formats</h2>
and reads just the alpha component.<br /><br />

[page:constant RedFormat] discards the green and blue components and reads
just the red component. (can only be used with a WebGL 2 rendering
context).
just the red component.
<br /><br />

[page:constant RedIntegerFormat] discards the green and blue components
and reads just the red component. The texels are read as integers instead
of floating point. (can only be used with a WebGL 2 rendering context).
of floating point.
<br /><br />

[page:constant RGFormat] discards the alpha, and blue components and reads
the red, and green components. (can only be used with a WebGL 2 rendering
context).
the red, and green components.
<br /><br />

[page:constant RGIntegerFormat] discards the alpha, and blue components
and reads the red, and green components. The texels are read as integers
instead of floating point. (can only be used with a WebGL 2 rendering
context).
instead of floating point.
<br /><br />

[page:constant RGBAFormat] is the default and reads the red, green, blue
and alpha components.<br /><br />

[page:constant RGBAIntegerFormat] is the default and reads the red, green,
blue and alpha components. The texels are read as integers instead of
floating point. (can only be used with a WebGL 2 rendering context).
floating point.
<br /><br />

[page:constant LuminanceFormat] reads each element as a single luminance
Expand Down Expand Up @@ -393,9 +390,6 @@ <h2>Internal Formats</h2>
</code>

<p>
Heads up: changing the internal format of a texture will only affect the
texture when using a WebGL 2 rendering context.<br /><br />

For use with a texture's [page:Texture.internalFormat internalFormat]
property, these define how elements of a texture, or `texels`, are stored
on the GPU.<br /><br />
Expand Down
2 changes: 1 addition & 1 deletion docs/api/en/core/Uniform.html
Expand Up @@ -55,7 +55,7 @@ <h2>Uniform types</h2>
<td>[page:Number]</td>
</tr>
<tr>
<td>uint (WebGL 2)</td>
<td>uint</td>
<td>[page:Number]</td>
</tr>
<tr>
Expand Down
7 changes: 1 addition & 6 deletions docs/api/en/materials/ShaderMaterial.html
Expand Up @@ -342,10 +342,6 @@ <h3>[property:Object extensions]</h3>
An object with the following properties:
<code>
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
Expand All @@ -368,8 +364,7 @@ <h3>[property:String fragmentShader]</h3>

<h3>[property:String glslVersion]</h3>
<p>
Defines the GLSL version of custom shader code. Only relevant for WebGL 2
in order to define whether to specify GLSL 3.0 or not. Valid values are
Defines the GLSL version of custom shader code. Valid values are
`THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
</p>

Expand Down
4 changes: 1 addition & 3 deletions docs/api/en/objects/SkinnedMesh.html
Expand Up @@ -13,9 +13,7 @@ <h1>[name]</h1>

<p class="desc">
A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be
used to animate the vertices of the geometry.<br /><br />

[name] can only be used with WebGL 2.
used to animate the vertices of the geometry.
</p>

<iframe id="scene" src="scenes/bones-browser.html"></iframe>
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48 changes: 0 additions & 48 deletions docs/api/en/renderers/WebGL1Renderer.html

This file was deleted.

3 changes: 1 addition & 2 deletions docs/api/en/renderers/WebGLRenderTarget.html
Expand Up @@ -103,8 +103,7 @@ <h3>[property:DepthTexture depthTexture]</h3>

<h3>[property:Number samples]</h3>
<p>
Defines the count of MSAA samples. Can only be used with WebGL 2. Default
is `0`.
Defines the count of MSAA samples. Default is `0`.
</p>

<h2>Methods</h2>
Expand Down
3 changes: 1 addition & 2 deletions docs/api/en/textures/Data3DTexture.html
Expand Up @@ -13,8 +13,7 @@ <h1>[name]</h1>

<p class="desc">
Creates a three-dimensional texture from raw data, with parameters to
divide it into width, height, and depth. This type of texture can only be
used with a WebGL 2 rendering context.
divide it into width, height, and depth.
</p>

<h2>Constructor</h2>
Expand Down
3 changes: 1 addition & 2 deletions docs/api/en/textures/DataArrayTexture.html
Expand Up @@ -13,8 +13,7 @@ <h1>[name]</h1>

<p class="desc">
Creates an array of textures directly from raw data, width and height and
depth. This type of texture can only be used with a WebGL 2 rendering
context.
depth.
</p>

<h2>Constructor</h2>
Expand Down
4 changes: 1 addition & 3 deletions docs/api/en/textures/DepthTexture.html
Expand Up @@ -13,9 +13,7 @@ <h1>[name]</h1>

<p class="desc">
This class can be used to automatically save the depth information of a
rendering into a texture. When using a WebGL 1 rendering context, [name]
requires support for the
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ WEBGL_depth_texture] extension.
rendering into a texture.
</p>

<h2>Examples</h2>
Expand Down
8 changes: 0 additions & 8 deletions docs/api/fr/constants/Textures.html
Expand Up @@ -160,23 +160,19 @@ <h2>Formats</h2>

[page:constant RedIntegerFormat] supprime les composants vert et bleu et lit uniquement le composant rouge.
Les texels sont lus comme des entiers au lieu de points flottants.
(ne peut être utilisé qu'avec un contexte de rendu WebGL 2).
<br /><br />

[page:constant RGFormat] supprime les composants alpha et bleu et lit les composants rouge et vert.
(ne peut être utilisé qu'avec un contexte de rendu WebGL 2).
<br /><br />

[page:constant RGIntegerFormat] supprime les composants alpha et bleu et lit les composants rouge et vert.
Les texels sont lus comme des entiers au lieu de points flottants.
(ne peut être utilisé qu'avec un contexte de rendu WebGL 2).
<br /><br />

[page:constant RGBAFormat] est la valeur par défaut et lit les composants rouge, vert, bleu et alpha.<br /><br />

[page:constant RGBAIntegerFormat] est la valeur par défaut et lit les composants rouge, vert, bleu et alpha.
Les texels sont lus comme des entiers au lieu de points flottants.
(ne peut être utilisé qu'avec un contexte de rendu WebGL 2).
<br /><br />

[page:constant LuminanceFormat] lit chaque élément comme une seule composante de luminance.
Expand Down Expand Up @@ -346,10 +342,6 @@ <h2>Formats Internes</h2>
</code>

<p>

Attention : changer le format interne d'une texture n'affectera que le
texture lors de l'utilisation d'un contexte de rendu WebGL 2.<br /><br />

À utiliser avec la propriété de texture [page:Texture.internalFormat internalFormat],
ceux-ci définissent comment les éléments d'une texture, ou "texels", sont stockés sur le GPU.<br /><br />

Expand Down
8 changes: 2 additions & 6 deletions docs/api/fr/materials/ShaderMaterial.html
Expand Up @@ -313,10 +313,6 @@ <h3>[property:Object extensions]</h3>
Un objet avec les propriétés suivantes :
<code>
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false, // set to use shader texture LOD
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
Expand All @@ -340,8 +336,8 @@ <h3>[property:String fragmentShader]</h3>

<h3>[property:String glslVersion]</h3>
<p>
Définit la version GLSL du code de shader personnalisé. Pertinent uniquement pour WebGL 2 afin de définir s'il faut spécifier
GLSL 3.0 ou pas. Les valeurs valides sont `THREE.GLSL1` ou `THREE.GLSL3`. La valeur par défaut est `null`.
Définit la version GLSL du code de shader personnalisé. Les valeurs valides sont `THREE.GLSL1` ou `THREE.GLSL3`.
La valeur par défaut est `null`.
</p>

<h3>[property:String index0AttributeName]</h3>
Expand Down
15 changes: 4 additions & 11 deletions docs/api/it/constants/Textures.html
Expand Up @@ -155,21 +155,17 @@ <h2>Formati</h2>
[page:constant RedFormat] elimina i componenti verde e blu e legge solo il componente rosso.<br /><br />

[page:constant RedIntegerFormat] elimina i componenti verde e blu e legge solo il componente rosso.
I texel sono letti come interi invece che come floating point.
(può essere utilizzato solo in un contesto di rendering WebGL 2).<br /><br />
I texel sono letti come interi invece che come floating point.<br /><br />

[page:constant RGFormat] elimina i componenti alfa e blu e legge i componenti rosso e verde.
(può essere utilizzato solo in un contesto di rendering WebGL 2).<br /><br />
[page:constant RGFormat] elimina i componenti alfa e blu e legge i componenti rosso e verde.<br /><br />

[page:constant RGIntegerFormat] elimina i componenti alfa e blu e legge i componenti rosso e verde.
I texel sono letti come numeri interi invece che come floating point.
(può essere utilizzato solo in un contesto di rendering WebGL 2).<br /><br />
I texel sono letti come numeri interi invece che come floating point.<br /><br />

[page:constant RGBAFormat] è l'impostazione predefinita e legge i componenti rosso, verde, blu e alfa.<br /><br />

[page:constant RGBAIntegerFormat] è l'impostazione di default e legge i componenti rosso, verde, blu e alfa.
I texel sono letti come numeri interi invece che come floating point.
(può essere utilizzato solo in un contesto di rendering WebGL 2).<br /><br />
I texel sono letti come numeri interi invece che come floating point.<br /><br />

[page:constant LuminanceFormat] legge ogni elemento come un singolo componente di luminanza.
Questo viene quindi convertito in floating point, fissato all'intervallo [0,1], e quindi assemblato
Expand Down Expand Up @@ -346,9 +342,6 @@ <h2>Formati Interni</h2>
</code>

<p>
Attenzione: la modifica di un formato interno di una texture avrà effetto solo
quando si utilizza un contesto di rendering WebGL 2.<br /><br />

Da usare con la proprietà [page:Texture.internalFormat internalFormat] della texture,
definiscono come gli elementi della texture, o `toxel`, sono memorizzati nella GPU.<br /><br />

Expand Down

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