From a3d8868aa4e744115407e99f61c98d863213df4b Mon Sep 17 00:00:00 2001 From: eyworldwide Date: Tue, 3 Jun 2025 14:52:23 +0800 Subject: [PATCH] docs: fix texture docs --- docs/en/graphics/texture/2d.mdx | 2 +- docs/en/graphics/texture/texture.mdx | 2 +- docs/zh/graphics/texture/2d.mdx | 2 +- docs/zh/graphics/texture/compression.mdx | 4 ++-- docs/zh/graphics/texture/texture.mdx | 2 +- 5 files changed, 6 insertions(+), 6 deletions(-) diff --git a/docs/en/graphics/texture/2d.mdx b/docs/en/graphics/texture/2d.mdx index 98921f659..121826560 100644 --- a/docs/en/graphics/texture/2d.mdx +++ b/docs/en/graphics/texture/2d.mdx @@ -24,7 +24,7 @@ engine.resourceManager type: AssetType.Texture2D, url: `image url`, }) - .then((texture2D) => { + .then((texture) => { // Next, you can apply the texture to a material or perform other operations const material = new PBRMaterial(engine); const texture = generateTexture(); diff --git a/docs/en/graphics/texture/texture.mdx b/docs/en/graphics/texture/texture.mdx index a06952452..abbaa958b 100644 --- a/docs/en/graphics/texture/texture.mdx +++ b/docs/en/graphics/texture/texture.mdx @@ -25,7 +25,7 @@ The Galacean engine supports all WebGL standard textures. Textures can originate ### sRGB -Determines whether the texture data is in the sRGB color space. The default is true. If the data is linear, like normal textures, this should be turned off. More details can be found in the [Color Space](/docs/core/color/) documentation. +Determines whether the texture data is in the sRGB color space. The default is `true`. If the data is linear, like normal textures, this should be turned off. More details can be found in the [Color Space](/docs/core/color/) documentation. ### mipmap diff --git a/docs/zh/graphics/texture/2d.mdx b/docs/zh/graphics/texture/2d.mdx index eaba2126b..1ec53d6c5 100644 --- a/docs/zh/graphics/texture/2d.mdx +++ b/docs/zh/graphics/texture/2d.mdx @@ -24,7 +24,7 @@ engine.resourceManager type: AssetType.Texture2D, url: `图片url`, }) - .then((texture2D) => { + .then((texture) => { // 接下来可以将纹理应用到材质上或者进行其他操作 const material = new PBRMaterial(engine); const texture = 生成纹理(); diff --git a/docs/zh/graphics/texture/compression.mdx b/docs/zh/graphics/texture/compression.mdx index f5088cb28..cb49b73b5 100644 --- a/docs/zh/graphics/texture/compression.mdx +++ b/docs/zh/graphics/texture/compression.mdx @@ -25,8 +25,8 @@ Galacean 自 1.1 版本开始已经支持 KTX2。 | 格式 | 解释 | | ----- | ------------------------------------------------------------ | -| ETC1S | 尺寸大,质量高,适合 normal 这类贴图 | -| UASTC | 尺寸小,内存极小,但是质量较低,适合 albedo, specular 等贴图,可以通过 **Quality** 来设置压缩质量(值越大,渲染质量越好) | +| ETC1S | 尺寸小,内存极小,但是质量较低,适合 albedo, specular 等贴图,可以通过 **Quality** 来设置压缩质量(值越大,渲染质量越好) | +| UASTC | 尺寸大,质量高,适合 normal 这类贴图 | ## 脚本使用 diff --git a/docs/zh/graphics/texture/texture.mdx b/docs/zh/graphics/texture/texture.mdx index 73ae0363e..f3d06524b 100644 --- a/docs/zh/graphics/texture/texture.mdx +++ b/docs/zh/graphics/texture/texture.mdx @@ -26,7 +26,7 @@ Galacean 引擎支持所有 WebGL 标准的纹理,纹理可以来源于图片 ### sRGB -决定该纹理数据是否是 sRGB 颜色空间,默认为 ture,如果是法线纹理等线性数据,我们需要关闭该开关,更多详情可以查看[色彩空间](/docs/core/color/)。 +决定该纹理数据是否是 sRGB 颜色空间,默认为 `true`,如果是法线纹理等线性数据,我们需要关闭该开关,更多详情可以查看[色彩空间](/docs/core/color/)。 ### mipmap