From cab930e750d7790b9d70fa38c863d3edc0da6e52 Mon Sep 17 00:00:00 2001 From: Zhuoran Wu Date: Sat, 10 Oct 2020 00:55:17 -0700 Subject: [PATCH 1/2] [Fix] typo --- .../english/Asset Management/Asset Browser/FilterQueries.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/content/english/Asset Management/Asset Browser/FilterQueries.md b/docs/content/english/Asset Management/Asset Browser/FilterQueries.md index 6362c90..30ad53a 100644 --- a/docs/content/english/Asset Management/Asset Browser/FilterQueries.md +++ b/docs/content/english/Asset Management/Asset Browser/FilterQueries.md @@ -6,14 +6,14 @@ title = "Filter Queries" ------------------ You can use sql syntax to search for assets with specific properties like textures whose resolutions are greater than 1024. -To do this you need to enable query mode from extrans menu : +To do this you need to enable query mode from extras menu : ![](/img/asset_browser/extras_icon.png) From the Texture Inspector (Right Panel), you can enable/disable MipMap blending by toggling Use Mipmap Blending checkbox. When you enable MipMap Blending, you will see all mip levels of the selected texture next to each other in Preview Window. ![](/img/mipmap_editor/tex_editor_post_mip.PNG) -Clicking on MipMap Blend Amounts will open open a new window where you can adjust blend amounts for every mip level. +Clicking on MipMap Blend Amounts will open a new window where you can adjust blend amounts for every mip level. ![](/img/mipmap_editor/mipmap_blend_window.PNG) Then you can select MipMap Blend Color (1) and click Recompile (2) button to apply blending. The result will be immediately visible in Preview Window and also in Game. From f4ab9cc9fd27cf8f759e43ecc1286df0c9bfc40f Mon Sep 17 00:00:00 2001 From: Zhuoran Wu Date: Sat, 10 Oct 2020 00:55:33 -0700 Subject: [PATCH 2/2] [Translate] FilterQueries.md to Chinese --- .../Asset Browser/FilterQueries.md | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/docs/content/schinese/Asset Management/Asset Browser/FilterQueries.md b/docs/content/schinese/Asset Management/Asset Browser/FilterQueries.md index 6362c90..b1e467c 100644 --- a/docs/content/schinese/Asset Management/Asset Browser/FilterQueries.md +++ b/docs/content/schinese/Asset Management/Asset Browser/FilterQueries.md @@ -1,20 +1,23 @@ +++ -title = "Filter Queries" +title = "过滤器查询" +++ ------------------ -You can use sql syntax to search for assets with specific properties like textures whose resolutions are greater than 1024. -To do this you need to enable query mode from extrans menu : +你可以使用 SQL 语法 查询资产 (assets) 中特定的属性 (properties),比如查找分辨率大于 1024 的纹理 (Textures)。你可以在额外菜单 (extras menu) 中使用查询模式: + ![](/img/asset_browser/extras_icon.png) -From the Texture Inspector (Right Panel), you can enable/disable MipMap blending by toggling Use Mipmap Blending checkbox. -When you enable MipMap Blending, you will see all mip levels of the selected texture next to each other in Preview Window. +从右边栏的纹理检查器 (Texture Inspector)中,你可以通过勾选 Use Mipmap Blending 来启用/禁用 混合纹理映射。 +当你启用 混合纹理映射 (MipMap Blending) 的时候,你可以在预览界面 (Preview Window) 看到所有的选中纹理的映射层级。 + ![](/img/mipmap_editor/tex_editor_post_mip.PNG) -Clicking on MipMap Blend Amounts will open open a new window where you can adjust blend amounts for every mip level. +点击 MipMap Blend Amounts 将会打开一个新的窗口,在这个窗口中你可以调整每一层映射的混合量 (amounts)。 + ![](/img/mipmap_editor/mipmap_blend_window.PNG) -Then you can select MipMap Blend Color (1) and click Recompile (2) button to apply blending. The result will be immediately visible in Preview Window and also in Game. +之后你可以选中 MipMap Blend Color (1) 然后点击 Recompile (2) 来应用混合。结果会立即在预览界面和游戏中显示。 + ![](/img/mipmap_editor/tex_editor_compiled.PNG)