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BufferGeometry: Renamed uv2, uv3, uv4 to uv1, uv2, uv3 (#25943)
* BufferGeometry: Rename uv, uv2, uv3, uv4 to uv_0, uv_1, uv_2, uv_3. * BufferGeometry: Clean up. * Clean up. * WebGLPrograms: Clean up. * Renamed uv_0, uv_1, uv_2, uv_3 to uv0, uv1, uv2, uv3. * BufferGeometry: Rename uv to uv0 in getAttribute(), hasAttribute(), setAttribute() and deleteAttribute(). * BufferGeometry: Removed uv to uv0 warnings. * MMDLoader: Renamed uv to uv0. * Examples: Fixed webgl_modifier_subdivision. * Revert uv to uv0 change. * BufferGeometry: Remove redundant uv2 code. * Mesh: Renamed uv2 instances to uv1. * ShaderMaterial: Renamed uv2 instance to uv1. * Exporters: Renamed uv2 instances to uv1. * Loaders: Renamed uv2 instances to uv1. * Examples: Renamed uv2 instances to uv1. * Docs: Updated relevant pages. * BufferGeometry: Removed backwards compatibility code. * Examples: Removed redundant code. * LWOLoader: Removed redundant code. * LWOLoader: Clean up.
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docs/api/en/core/Raycaster.html

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@@ -184,7 +184,7 @@ <h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recu
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[page:Integer faceIndex] – index of the intersected face<br />
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[page:Object3D object] – the intersected object<br />
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[page:Vector2 uv] - U,V coordinates at point of intersection<br />
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[page:Vector2 uv2] - Second set of U,V coordinates at point of
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[page:Vector2 uv1] - Second set of U,V coordinates at point of
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intersection<br />
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[page:Vector3 normal] - interpolated normal vector at point of
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intersection<br />

docs/api/en/materials/ShaderMaterial.html

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@@ -313,7 +313,7 @@ <h3>[property:Object defaultAttributeValues]</h3>
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this.defaultAttributeValues = {
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'color': [ 1, 1, 1 ],
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'uv': [ 0, 0 ],
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'uv2': [ 0, 0 ]
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'uv1': [ 0, 0 ]
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};
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</code>
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</p>

docs/api/en/textures/Texture.html

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@@ -84,8 +84,8 @@ <h3>[property:number mapping]</h3>
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<h3>[property:Integer channel]</h3>
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<p>
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Lets you select the uv attribute to map the texture to. `0` for `uv` and
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`1` for `uv2`.
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Lets you select the uv attribute to map the texture to. `0` for `uv`,
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`1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
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</p>
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<h3>[property:number wrapS]</h3>

docs/api/fr/materials/ShaderMaterial.html

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this.defaultAttributeValues = {
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'color': [ 1, 1, 1 ],
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'uv': [ 0, 0 ],
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'uv2': [ 0, 0 ]
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'uv1': [ 0, 0 ]
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};
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</code>
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docs/api/it/core/Raycaster.html

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[page:Integer faceIndex] – indice della faccia intersecata<br />
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[page:Object3D object] – l'oggetto intersecato<br />
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[page:Vector2 uv] - le coordinate U,V nel punto di intersezione<br />
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[page:Vector2 uv2] - Secondo insieme delle coordinate U,V nel punto di intersezione<br />
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[page:Vector2 uv1] - Secondo insieme delle coordinate U,V nel punto di intersezione<br />
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[page:Vector3 normal] - vettore normale interpolato nel punto di intersezione<br />
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[page:Integer instanceId] – Il numero di indice dell'istanza in cui il raggio interseca la InstancedMesh.
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</p>

docs/api/it/materials/ShaderMaterial.html

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@@ -288,7 +288,7 @@ <h3>[property:Object defaultAttributeValues]</h3>
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this.defaultAttributeValues = {
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'color': [ 1, 1, 1 ],
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'uv': [ 0, 0 ],
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'uv2': [ 0, 0 ]
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'uv1': [ 0, 0 ]
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};
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</code>
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docs/api/it/textures/Texture.html

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@@ -81,7 +81,7 @@ <h3>[property:number mapping]</h3>
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<h3>[property:Integer channel]</h3>
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<p>
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Lets you select the uv attribute to map the texture to. `0` for `uv` and `1` for `uv2`.
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Lets you select the uv attribute to map the texture to. `0` for `uv`, `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
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</p>
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<h3>[property:number wrapS]</h3>

docs/api/ko/core/Raycaster.html

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[page:Integer faceIndex] – 교차 면의 인덱스<br />
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[page:Object3D object] – 교차된 객체<br />
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[page:Vector2 uv] - 교차점의 U,V 좌표<br />
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[page:Vector2 uv2] - 교차점의 U,V 2차 좌표<br />
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[page:Vector2 uv1] - 교차점의 U,V 2차 좌표<br />
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[page:Vector3 normal] - 교차점에서 보간된 법선 벡터<br />
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[page:Integer instanceId] – InstancedMesh에 교차하는 레이의 인스턴스 인덱스 넘버입니다.
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</p>

docs/api/zh/core/Raycaster.html

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[page:Integer faceIndex] —— 相交的面的索引<br />
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[page:Object3D object] —— 相交的物体<br />
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[page:Vector2 uv] —— 相交部分的点的UV坐标。<br />
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[page:Vector2 uv2] —— Second set of U,V coordinates at point of intersection<br />
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[page:Vector2 uv1] —— Second set of U,V coordinates at point of intersection<br />
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[page:Vector3 normal] - 交点处的内插法向量<br />
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[page:Integer instanceId] – The index number of the instance where the ray intersects the InstancedMesh
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</p>

docs/api/zh/materials/ShaderMaterial.html

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@@ -254,7 +254,7 @@ <h3>[property:Object defaultAttributeValues]</h3>
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this.defaultAttributeValues = {
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'color': [ 1, 1, 1 ],
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'uv': [ 0, 0 ],
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'uv2': [ 0, 0 ]
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'uv1': [ 0, 0 ]
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};
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</code>
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