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Typos (#30015)

Co-authored-by: Samuel Rigaud <srigaud@duodisplay.com>
Samuel Rigaud 1 год назад
Родитель
Сommit
09add0e863

+ 3 - 3
docs/api/en/core/BufferAttribute.html

@@ -31,7 +31,7 @@
 			itemSize * numVertices
 			</code>
 			elements, where numVertices is the number of vertices in the associated
-			[page:BufferGemetry BufferGeometry].<br /><br />
+			[page:BufferGeometry BufferGeometry].<br /><br />
 
 			[page:Integer itemSize] -- the number of values of the array that should
 			be associated with a particular vertex. For instance, if this attribute is
@@ -233,10 +233,10 @@
 			Instead, instantiate a new one and set the desired usage before the next
 			render.
 		</p>
-		
+
 		<h3>[method:Number setComponent]( [param:Integer index], [param:Integer component], [param:Float value] ) </h3>
 		<p>Sets the given component of the vector at the given index.</p>
-		
+
 		<h3>[method:this setX]( [param:Integer index], [param:Float x] )</h3>
 		<p>Sets the x component of the vector at the given index.</p>
 

+ 1 - 1
docs/api/en/objects/ClippingGroup.html

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A special version of the Group object that defines clipping planes for decendant objects.
+			A special version of the Group object that defines clipping planes for descendant objects.
 			ClippingGroups can be nested, with clipping planes accumulating by type: intersection or union.
 		</p>
 

+ 1 - 1
examples/webgl_buffergeometry_instancing.html

@@ -141,7 +141,7 @@
 			}
 
 			const geometry = new THREE.InstancedBufferGeometry();
-			geometry.instanceCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
+			geometry.instanceCount = instances; // set so its initialized for dat.GUI, will be set in first draw otherwise
 
 			geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
 

+ 1 - 1
examples/webgl_custom_attributes_points3.html

@@ -118,7 +118,7 @@
 
 				let boxGeometry1 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
 
-				// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
+				// if normal and uv attributes are not removed, mergeVertices() can't consolidate identical vertices with different normal/uv data
 
 				boxGeometry1.deleteAttribute( 'normal' );
 				boxGeometry1.deleteAttribute( 'uv' );

+ 1 - 1
examples/webgl_geometry_convex.html

@@ -80,7 +80,7 @@
 
 				let dodecahedronGeometry = new THREE.DodecahedronGeometry( 10 );
 
-				// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
+				// if normal and uv attributes are not removed, mergeVertices() can't consolidate identical vertices with different normal/uv data
 
 				dodecahedronGeometry.deleteAttribute( 'normal' );
 				dodecahedronGeometry.deleteAttribute( 'uv' );

+ 1 - 1
examples/webgl_interactive_points.html

@@ -93,7 +93,7 @@
 
 				let boxGeometry = new THREE.BoxGeometry( 200, 200, 200, 16, 16, 16 );
 
-				// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
+				// if normal and uv attributes are not removed, mergeVertices() can't consolidate identical vertices with different normal/uv data
 
 				boxGeometry.deleteAttribute( 'normal' );
 				boxGeometry.deleteAttribute( 'uv' );

+ 1 - 1
examples/webgl_postprocessing_taa.html

@@ -11,7 +11,7 @@
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
 			When there is no motion in the scene, the TAA render pass accumulates jittered camera samples<br/>
 			across frames to create a high quality anti-aliased result.<br/><br/>
-			Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
+			Texture interpolation, mipmapping and anisotropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
 		</div>
 
 		<div id="container"></div>

+ 1 - 1
examples/webgl_shadow_contact.html

@@ -309,7 +309,7 @@
 				blurShadow( state.shadow.blur );
 
 				// a second pass to reduce the artifacts
-				// (0.4 is the minimum blur amout so that the artifacts are gone)
+				// (0.4 is the minimum blur amount so that the artifacts are gone)
 				blurShadow( state.shadow.blur * 0.4 );
 
 				// reset and render the normal scene

+ 1 - 1
examples/webxr_vr_panorama_depth.html

@@ -47,7 +47,7 @@
 				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 );
 				scene.add( camera );
 
-				// Create the panoramic sphere geometery
+				// Create the panoramic sphere geometry
 				const panoSphereGeo = new THREE.SphereGeometry( 6, 256, 256 );
 
 				// Create the panoramic sphere material

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