Kaynağa Gözat

Typos (#30119)

Co-authored-by: Samuel Rigaud <srigaud@duodisplay.com>
Samuel Rigaud 1 yıl önce
ebeveyn
işleme
53711ab0c3
81 değiştirilmiş dosya ile 186 ekleme ve 186 silme
  1. 1 1
      docs/api/en/animation/AnimationObjectGroup.html
  2. 2 2
      docs/api/fr/constants/Textures.html
  3. 14 14
      docs/api/it/textures/Texture.html
  4. 1 1
      docs/examples/en/controls/ArcballControls.html
  5. 1 1
      editor/js/Sidebar.Project.Materials.js
  6. 4 4
      examples/jsm/controls/ArcballControls.js
  7. 1 1
      examples/jsm/effects/OutlineEffect.js
  8. 2 2
      examples/jsm/exporters/PLYExporter.js
  9. 2 2
      examples/jsm/lights/LightProbeGenerator.js
  10. 1 1
      examples/jsm/loaders/BVHLoader.js
  11. 5 5
      examples/jsm/loaders/ColladaLoader.js
  12. 1 1
      examples/jsm/loaders/GCodeLoader.js
  13. 1 1
      examples/jsm/loaders/LDrawLoader.js
  14. 1 1
      examples/jsm/loaders/LottieLoader.js
  15. 1 1
      examples/jsm/loaders/NRRDLoader.js
  16. 1 1
      examples/jsm/loaders/PVRLoader.js
  17. 2 2
      examples/jsm/loaders/SVGLoader.js
  18. 1 1
      examples/jsm/loaders/TDSLoader.js
  19. 4 4
      examples/jsm/loaders/lwo/IFFParser.js
  20. 1 1
      examples/jsm/math/ConvexHull.js
  21. 1 1
      examples/jsm/misc/Volume.js
  22. 2 2
      examples/jsm/modifiers/SimplifyModifier.js
  23. 2 2
      examples/jsm/objects/Sky.js
  24. 2 2
      examples/jsm/objects/SkyMesh.js
  25. 1 1
      examples/jsm/objects/Water2.js
  26. 2 2
      examples/jsm/postprocessing/BloomPass.js
  27. 1 1
      examples/jsm/postprocessing/SSAOPass.js
  28. 1 1
      examples/jsm/postprocessing/SSRPass.js
  29. 1 1
      examples/jsm/shaders/BokehShader2.js
  30. 3 3
      examples/jsm/shaders/GodRaysShader.js
  31. 1 1
      examples/jsm/shaders/SobelOperatorShader.js
  32. 1 1
      examples/jsm/tsl/display/SobelOperatorNode.js
  33. 1 1
      examples/webgl_buffergeometry_instancing_billboards.html
  34. 1 1
      examples/webgl_geometry_extrude_splines.html
  35. 1 1
      examples/webgl_materials_modified.html
  36. 1 1
      examples/webgl_materials_texture_rotation.html
  37. 1 1
      examples/webgl_postprocessing_godrays.html
  38. 12 12
      examples/webgpu_compute_birds.html
  39. 2 2
      examples/webgpu_parallax_uv.html
  40. 19 19
      examples/webgpu_tsl_compute_attractors_particles.html
  41. 1 1
      examples/webgpu_tsl_editor.html
  42. 1 1
      examples/webgpu_tsl_interoperability.html
  43. 1 1
      examples/webxr_vr_layers.html
  44. 1 1
      examples/webxr_xr_controls_transform.html
  45. 1 1
      examples/webxr_xr_haptics.html
  46. 1 1
      manual/resources/threejs-textures.js
  47. 1 1
      manual/resources/tools/geo-picking/shapefile.js
  48. 3 3
      playground/Nodes.json
  49. 1 1
      src/extras/Earcut.js
  50. 1 1
      src/nodes/accessors/BufferNode.js
  51. 1 1
      src/nodes/accessors/Camera.js
  52. 2 2
      src/nodes/accessors/MaterialNode.js
  53. 5 5
      src/nodes/accessors/SkinningNode.js
  54. 2 2
      src/nodes/accessors/StorageTextureNode.js
  55. 1 1
      src/nodes/accessors/TextureNode.js
  56. 1 1
      src/nodes/lighting/BasicEnvironmentNode.js
  57. 1 1
      src/nodes/lighting/EnvironmentNode.js
  58. 1 1
      src/nodes/lighting/PointShadowNode.js
  59. 1 1
      src/nodes/lighting/ShadowNode.js
  60. 2 2
      src/nodes/lighting/SpotLightNode.js
  61. 1 1
      src/nodes/math/OperatorNode.js
  62. 2 2
      src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js
  63. 7 7
      src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js
  64. 1 1
      src/renderers/webgl-fallback/utils/WebGLAttributeUtils.js
  65. 1 1
      test/e2e/deterministic-injection.js
  66. 3 3
      test/e2e/puppeteer.js
  67. 2 2
      test/unit/README.md
  68. 1 1
      test/unit/src/animation/AnimationAction.tests.js
  69. 1 1
      test/unit/src/animation/AnimationClip.tests.js
  70. 1 1
      test/unit/src/animation/AnimationObjectGroup.tests.js
  71. 1 1
      test/unit/src/core/InterleavedBufferAttribute.tests.js
  72. 2 2
      test/unit/src/core/Object3D.tests.js
  73. 1 1
      test/unit/src/extras/DataUtils.tests.js
  74. 4 4
      test/unit/src/loaders/ImageBitmapLoader.tests.js
  75. 1 1
      test/unit/src/math/Box3.tests.js
  76. 7 7
      test/unit/src/math/MathUtils.tests.js
  77. 5 5
      test/unit/src/math/Ray.tests.js
  78. 6 6
      test/unit/src/objects/Mesh.tests.js
  79. 4 4
      test/unit/src/renderers/webgl/WebGLExtensions.tests.js
  80. 2 2
      test/unit/src/utils.tests.js
  81. 1 1
      test/unit/utils/qunit-utils.js

+ 1 - 1
docs/api/en/animation/AnimationObjectGroup.html

@@ -53,7 +53,7 @@
 
 
 		<h3>[property:Object stats]</h3>
 		<h3>[property:Object stats]</h3>
 		<p>
 		<p>
-			An object that contains some informations of this `AnimationObjectGroup`
+			An object that contains information of this `AnimationObjectGroup`
 			(total number, number in use, number of bindings per object)
 			(total number, number in use, number of bindings per object)
 		</p>
 		</p>
 
 

+ 2 - 2
docs/api/fr/constants/Textures.html

@@ -48,12 +48,12 @@
 		Ces constantes définissent les propriétés des textures [page:Texture.wrapS wrapS] et [page:Texture.wrapT wrapT],
 		Ces constantes définissent les propriétés des textures [page:Texture.wrapS wrapS] et [page:Texture.wrapT wrapT],
 		qui définissent l'emballage de texture horizontal et vertical.<br /><br />
 		qui définissent l'emballage de texture horizontal et vertical.<br /><br />
 
 
-		Avec [page:constant RepeatWrapping] la texure se répétera simplement à l'infini.<br /><br />
+		Avec [page:constant RepeatWrapping] la texture se répétera simplement à l'infini.<br /><br />
 
 
 		[page:constant ClampToEdgeWrapping] est la valeur par défaut.
 		[page:constant ClampToEdgeWrapping] est la valeur par défaut.
 		Le dernier pixel de la texture s'étend jusqu'au bord du maillage.<br /><br />
 		Le dernier pixel de la texture s'étend jusqu'au bord du maillage.<br /><br />
 
 
-		Avec [page:constant MirroredRepeatWrapping] la texure se répétera à l'infini avec un effet miroir à chaque répétition.
+		Avec [page:constant MirroredRepeatWrapping] la texture se répétera à l'infini avec un effet miroir à chaque répétition.
 		</p>
 		</p>
 
 
 		<h2>Filtres de grossissement</h2>
 		<h2>Filtres de grossissement</h2>

+ 14 - 14
docs/api/it/textures/Texture.html

@@ -14,7 +14,7 @@
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-			Nota: Dopo l'utilizzo iniziale di una texture, le sue dimensioni, formato, e il tipo non possono essere cambiati. 
+			Nota: Dopo l'utilizzo iniziale di una texture, le sue dimensioni, formato, e il tipo non possono essere cambiati.
 			Invece, chiama [page:.dispose]() sulla texture e creane una nuova.
 			Invece, chiama [page:.dispose]() sulla texture e creane una nuova.
 		</p>
 		</p>
 
 
@@ -61,8 +61,8 @@
 			Questo può essere qualsiasi tipo di immagine (e.g., PNG, JPG, GIF, DDS) o video (e.g., MP4, OGG/OGV) supportato da three.js.<br /><br />
 			Questo può essere qualsiasi tipo di immagine (e.g., PNG, JPG, GIF, DDS) o video (e.g., MP4, OGG/OGV) supportato da three.js.<br /><br />
 
 
 			Per utilizzare il video come texture è necessario disporre di un elemento video HTML5
 			Per utilizzare il video come texture è necessario disporre di un elemento video HTML5
-			in riproduzione come sorgente per l'immagine della texture e aggiornare 
-			continuamente questa texture finchè il video è in riproduzione - 
+			in riproduzione come sorgente per l'immagine della texture e aggiornare
+			continuamente questa texture finchè il video è in riproduzione -
 			la classe [page:VideoTexture VideoTexture] gestisce questa operazione automaticamente.
 			la classe [page:VideoTexture VideoTexture] gestisce questa operazione automaticamente.
 		</p>
 		</p>
 
 
@@ -88,7 +88,7 @@
 		<p>
 		<p>
 			Questo definisce come la texture è wrappata orizzontalmente e corrisponde a *U* nel mapping UV.<br />
 			Questo definisce come la texture è wrappata orizzontalmente e corrisponde a *U* nel mapping UV.<br />
 			L'impostazione predefinita è [page:Textures THREE.ClampToEdgeWrapping], dove il bordo è fissato ai texel del bordo esterno.
 			L'impostazione predefinita è [page:Textures THREE.ClampToEdgeWrapping], dove il bordo è fissato ai texel del bordo esterno.
-			Le altre due scelte sono [page:Textures THREE.RepeatWrapping] e [page:Textures THREE.MirroredRepeatWrapping]. 
+			Le altre due scelte sono [page:Textures THREE.RepeatWrapping] e [page:Textures THREE.MirroredRepeatWrapping].
 			Vedi la pagina [page:Textures texture constants] per i dettagli.
 			Vedi la pagina [page:Textures texture constants] per i dettagli.
 		</p>
 		</p>
 
 
@@ -122,7 +122,7 @@
 		<h3>[property:number anisotropy]</h3>
 		<h3>[property:number anisotropy]</h3>
 		<p>
 		<p>
 			Il numero di campioni prelevati lungo l'asse attravero il pixel che ha la densità di texel più alta.
 			Il numero di campioni prelevati lungo l'asse attravero il pixel che ha la densità di texel più alta.
-		Per impostazione predefinita, questo valore è 1. Un valore più alto fornisce un risultato meno sfuocato rispetto ad una mipmap di base, 
+		Per impostazione predefinita, questo valore è 1. Un valore più alto fornisce un risultato meno sfuocato rispetto ad una mipmap di base,
 		a costo di utilizzare più campioni di texture. Usa [page:WebGLRenderer.capabilities renderer.capabilities.getMaxAnisotropy]()
 		a costo di utilizzare più campioni di texture. Usa [page:WebGLRenderer.capabilities renderer.capabilities.getMaxAnisotropy]()
 		per trovare il valore di anisotropia massimo valido per la GPU; questo valore è solitamente una potenza di 2.
 		per trovare il valore di anisotropia massimo valido per la GPU; questo valore è solitamente una potenza di 2.
 		</p>
 		</p>
@@ -160,7 +160,7 @@
 
 
 		<h3>[property:Vector2 repeat]</h3>
 		<h3>[property:Vector2 repeat]</h3>
 		<p>
 		<p>
-			Quante volte la texture è ripetuta sulla superficie, in ogni direzione U e V. Se la proprietà ripeat è 
+			Quante volte la texture è ripetuta sulla superficie, in ogni direzione U e V. Se la proprietà ripeat è
 			impostata su un valore maggiore di 1 in entrambe le direzioni, anche il parametro Wrap corrispondente
 			impostata su un valore maggiore di 1 in entrambe le direzioni, anche il parametro Wrap corrispondente
 			deve essere impostato su [page:Textures THREE.RepeatWrapping] o [page:Textures THREE.MirroredRepeatWrapping] per ottenere l'effetto
 			deve essere impostato su [page:Textures THREE.RepeatWrapping] o [page:Textures THREE.MirroredRepeatWrapping] per ottenere l'effetto
 			di piastrellatura desiderato.
 			di piastrellatura desiderato.
@@ -174,14 +174,14 @@
 
 
 		<h3>[property:Vector2 center]</h3>
 		<h3>[property:Vector2 center]</h3>
 		<p>
 		<p>
-			Il punto attorno al quale avviene la rotazione. Un valore (0.5, 0.5) che corrisponde al centro della texture. Il 
+			Il punto attorno al quale avviene la rotazione. Un valore (0.5, 0.5) che corrisponde al centro della texture. Il
 			valore predefinito è (0, 0), in basso a sinistra.
 			valore predefinito è (0, 0), in basso a sinistra.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<p>
 		<p>
 			Indica se aggiornare la [page:Texture.matrix .matrix] uv-transform della texture dalle proprietà della texture
 			Indica se aggiornare la [page:Texture.matrix .matrix] uv-transform della texture dalle proprietà della texture
-			[page:Texture.offset .offset], [page:Texture.repeat .repeat], [page:Texture.rotation .rotation], e [page:Texture.center .center]. 
+			[page:Texture.offset .offset], [page:Texture.repeat .repeat], [page:Texture.rotation .rotation], e [page:Texture.center .center].
 			Il valore predefinito è `true`.
 			Il valore predefinito è `true`.
 			Impostalo a `false` se stai specificando la matrice uv-transform direttamente.
 			Impostalo a `false` se stai specificando la matrice uv-transform direttamente.
 		</p>
 		</p>
@@ -196,13 +196,13 @@
 
 
 		<h3>[property:Boolean generateMipmaps]</h3>
 		<h3>[property:Boolean generateMipmaps]</h3>
 		<p>
 		<p>
-			Indica se generare mipmap (se possibile) per una texure. Il valore predefinito è `true`.
+			Indica se generare mipmap (se possibile) per una texture. Il valore predefinito è `true`.
 			Impostalo a false se stai creando il mipmap manualmente.
 			Impostalo a false se stai creando il mipmap manualmente.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean premultiplyAlpha]</h3>
 		<h3>[property:Boolean premultiplyAlpha]</h3>
 		<p>
 		<p>
-		Se impostato a `true`, il canale alfa, se presente, viene moltiplicato nei canali del colore 
+		Se impostato a `true`, il canale alfa, se presente, viene moltiplicato nei canali del colore
 		quando la texture viene caricata sulla GPU. Il valore predefinito è `false`.<br /><br />
 		quando la texture viene caricata sulla GPU. Il valore predefinito è `false`.<br /><br />
 
 
 		Si noti che questa proprietà non ha effetto per [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap].
 		Si noti che questa proprietà non ha effetto per [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap].
@@ -220,7 +220,7 @@
 		<h3>[property:number unpackAlignment]</h3>
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
 		<p>
 			Il valore predefinito è 4. Specifica i requisiti di allineamento per l'inizio di ogni riga di pixel in memoria.
 			Il valore predefinito è 4. Specifica i requisiti di allineamento per l'inizio di ogni riga di pixel in memoria.
-			I valori consentiti sono 1 (allineamento di byte), 2 (righe allineate a byte pari), 4 (allineamento di parole) 
+			I valori consentiti sono 1 (allineamento di byte), 2 (righe allineate a byte pari), 4 (allineamento di parole)
 			e 8 (le righe iniziano su limiti di doppia parola).
 			e 8 (le righe iniziano su limiti di doppia parola).
 			Vedi [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] per maggiori informazioni.
 			Vedi [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei] per maggiori informazioni.
 		</p>
 		</p>
@@ -250,8 +250,8 @@
 
 
 		<h3>[property:Object userData]</h3>
 		<h3>[property:Object userData]</h3>
 		<p>
 		<p>
-			Un oggetto che può essere utilizzato per memorizzare dati personalizzati della texture. 
-			Non deve contenere riferimenti a funzioni poiché queste non verranno clonate. 
+			Un oggetto che può essere utilizzato per memorizzare dati personalizzati della texture.
+			Non deve contenere riferimenti a funzioni poiché queste non verranno clonate.
 		</p>
 		</p>
 
 
 		<h3>[property:Source source]</h3>
 		<h3>[property:Source source]</h3>
@@ -286,7 +286,7 @@
 
 
 		<h3>[method:undefined dispose]()</h3>
 		<h3>[method:undefined dispose]()</h3>
 		<p>
 		<p>
-			Libera le risorse relative alla GPU allocate da questa istanza. 
+			Libera le risorse relative alla GPU allocate da questa istanza.
 			Chiama questo metodo ogni volta che questa istanza non viene più utilizzata dall'applicazione.
 			Chiama questo metodo ogni volta che questa istanza non viene più utilizzata dall'applicazione.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/examples/en/controls/ArcballControls.html

@@ -248,7 +248,7 @@
 
 
 		<h3>[method:undefined setTbRadius] ( [param:Float value] )</h3>
 		<h3>[method:undefined setTbRadius] ( [param:Float value] )</h3>
 		<p>
 		<p>
-			Update the `radiusFactor` value, redraw the gizmo and send a `changeEvent` to visualise the changes.
+			Update the `radiusFactor` value, redraw the gizmo and send a `changeEvent` to visualize the changes.
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean setMouseAction] ( [param:String operation], mouse, key )</h3>
 		<h3>[method:Boolean setMouseAction] ( [param:String operation], mouse, key )</h3>

+ 1 - 1
editor/js/Sidebar.Project.Materials.js

@@ -31,7 +31,7 @@ function SidebarProjectMaterials( editor ) {
 
 
 			const oldMaterial = selectedObject.material;
 			const oldMaterial = selectedObject.material;
 
 
-			// only assing materials to objects with a material property (e.g. avoid assigning material to THREE.Group)
+			// only passing materials to objects with a material property (e.g. avoid assigning material to THREE.Group)
 
 
 			if ( oldMaterial !== undefined ) {
 			if ( oldMaterial !== undefined ) {
 
 

+ 4 - 4
examples/jsm/controls/ArcballControls.js

@@ -1183,7 +1183,7 @@ class ArcballControls extends Controls {
 	 * Remove a mouse action by specifying its mouse/key combination
 	 * Remove a mouse action by specifying its mouse/key combination
 	 * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
 	 * @param {*} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
 	 * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
 	 * @param {*} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
-	 * @returns {Boolean} True if the operation has been succesfully removed, false otherwise
+	 * @returns {Boolean} True if the operation has been successfully removed, false otherwise
 	 */
 	 */
 	unsetMouseAction( mouse, key = null ) {
 	unsetMouseAction( mouse, key = null ) {
 
 
@@ -1452,7 +1452,7 @@ class ArcballControls extends Controls {
 	}
 	}
 
 
 	/**
 	/**
-	 * Calculate the trackball radius so that gizmo's diamater will be 2/3 of the minimum side of the camera frustum
+	 * Calculate the trackball radius so that gizmo's diameter will be 2/3 of the minimum side of the camera frustum
 	 * @param {Camera} camera
 	 * @param {Camera} camera
 	 * @returns {Number} The trackball radius
 	 * @returns {Number} The trackball radius
 	 */
 	 */
@@ -2225,7 +2225,7 @@ class ArcballControls extends Controls {
 
 
 	/**
 	/**
 	 * Set camera fov
 	 * Set camera fov
-	 * @param {Number} value fov to be setted
+	 * @param {Number} value fov to be set
 	 */
 	 */
 	setFov( value ) {
 	setFov( value ) {
 
 
@@ -2585,7 +2585,7 @@ class ArcballControls extends Controls {
 	/**
 	/**
 	 * Update the trackball FSA
 	 * Update the trackball FSA
 	 * @param {STATE} newState New state of the FSA
 	 * @param {STATE} newState New state of the FSA
-	 * @param {Boolean} updateMatrices If matriices state should be updated
+	 * @param {Boolean} updateMatrices If matrices state should be updated
 	 */
 	 */
 	updateTbState( newState, updateMatrices ) {
 	updateTbState( newState, updateMatrices ) {
 
 

+ 1 - 1
examples/jsm/effects/OutlineEffect.js

@@ -367,7 +367,7 @@ class OutlineEffect {
 
 
 			let keys;
 			let keys;
 
 
-			// clear originialMaterials
+			// clear originalMaterials
 			keys = Object.keys( originalMaterials );
 			keys = Object.keys( originalMaterials );
 
 
 			for ( let i = 0, il = keys.length; i < il; i ++ ) {
 			for ( let i = 0, il = keys.length; i < il; i ++ ) {

+ 2 - 2
examples/jsm/exporters/PLYExporter.js

@@ -124,7 +124,7 @@ class PLYExporter {
 		if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
 		if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
 
 
 			// point cloud meshes will not have an index array and may not have a
 			// point cloud meshes will not have an index array and may not have a
-			// number of vertices that is divisble by 3 (and therefore representable
+			// number of vertices that is divisible by 3 (and therefore representable
 			// as triangles)
 			// as triangles)
 			console.error(
 			console.error(
 
 
@@ -206,7 +206,7 @@ class PLYExporter {
 			// 2 uv values at 4 bytes
 			// 2 uv values at 4 bytes
 			const vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
 			const vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
 
 
-			// 1 byte shape desciptor
+			// 1 byte shape descriptor
 			// 3 vertex indices at ${indexByteCount} bytes
 			// 3 vertex indices at ${indexByteCount} bytes
 			const faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0;
 			const faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0;
 			const output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) );
 			const output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) );

+ 2 - 2
examples/jsm/lights/LightProbeGenerator.js

@@ -99,7 +99,7 @@ class LightProbeGenerator {
 				// evaluate SH basis functions in direction dir
 				// evaluate SH basis functions in direction dir
 				SphericalHarmonics3.getBasisAt( dir, shBasis );
 				SphericalHarmonics3.getBasisAt( dir, shBasis );
 
 
-				// accummuulate
+				// accumulate
 				for ( let j = 0; j < 9; j ++ ) {
 				for ( let j = 0; j < 9; j ++ ) {
 
 
 					shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
 					shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
@@ -242,7 +242,7 @@ class LightProbeGenerator {
 				// evaluate SH basis functions in direction dir
 				// evaluate SH basis functions in direction dir
 				SphericalHarmonics3.getBasisAt( dir, shBasis );
 				SphericalHarmonics3.getBasisAt( dir, shBasis );
 
 
-				// accummuulate
+				// accumulate
 				for ( let j = 0; j < 9; j ++ ) {
 				for ( let j = 0; j < 9; j ++ ) {
 
 
 					shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
 					shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;

+ 1 - 1
examples/jsm/loaders/BVHLoader.js

@@ -204,7 +204,7 @@ class BVHLoader extends Loader {
 		}
 		}
 
 
 		/*
 		/*
-		 Recursively parses the HIERACHY section of the BVH file
+		 Recursively parses the HIERARCHY section of the BVH file
 
 
 		 - lines: all lines of the file. lines are consumed as we go along.
 		 - lines: all lines of the file. lines are consumed as we go along.
 		 - firstline: line containing the node type and name e.g. 'JOINT hip'
 		 - firstline: line containing the node type and name e.g. 'JOINT hip'

+ 5 - 5
examples/jsm/loaders/ColladaLoader.js

@@ -299,7 +299,7 @@ class ColladaLoader extends Loader {
 
 
 			if ( hasChildren === false ) {
 			if ( hasChildren === false ) {
 
 
-				// since 'id' attributes can be optional, it's necessary to generate a UUID for unqiue assignment
+				// since 'id' attributes can be optional, it's necessary to generate a UUID for unique assignment
 
 
 				library.animations[ xml.getAttribute( 'id' ) || MathUtils.generateUUID() ] = data;
 				library.animations[ xml.getAttribute( 'id' ) || MathUtils.generateUUID() ] = data;
 
 
@@ -977,7 +977,7 @@ class ColladaLoader extends Loader {
 				}
 				}
 
 
 				// we sort the joints in descending order based on the weights.
 				// we sort the joints in descending order based on the weights.
-				// this ensures, we only procced the most important joints of the vertex
+				// this ensures, we only proceed the most important joints of the vertex
 
 
 				vertexSkinData.sort( descending );
 				vertexSkinData.sort( descending );
 
 
@@ -1593,7 +1593,7 @@ class ColladaLoader extends Loader {
 
 
 				}
 				}
 
 
-				// create texture if image is avaiable
+				// create texture if image is available
 
 
 				if ( image !== null ) {
 				if ( image !== null ) {
 
 
@@ -2392,7 +2392,7 @@ class ColladaLoader extends Loader {
 						break;
 						break;
 
 
 					default:
 					default:
-						console.warn( 'THREE.ColladaLoader: Unknow primitive type:', primitive.type );
+						console.warn( 'THREE.ColladaLoader: Unknown primitive type:', primitive.type );
 
 
 				}
 				}
 
 
@@ -3434,7 +3434,7 @@ class ColladaLoader extends Loader {
 			let i, j, data;
 			let i, j, data;
 
 
 			// a skeleton can have multiple root bones. collada expresses this
 			// a skeleton can have multiple root bones. collada expresses this
-			// situtation with multiple "skeleton" tags per controller instance
+			// situation with multiple "skeleton" tags per controller instance
 
 
 			for ( i = 0; i < skeletons.length; i ++ ) {
 			for ( i = 0; i < skeletons.length; i ++ ) {
 
 

+ 1 - 1
examples/jsm/loaders/GCodeLoader.js

@@ -123,7 +123,7 @@ class GCodeLoader extends Loader {
 			const tokens = lines[ i ].split( ' ' );
 			const tokens = lines[ i ].split( ' ' );
 			const cmd = tokens[ 0 ].toUpperCase();
 			const cmd = tokens[ 0 ].toUpperCase();
 
 
-			//Argumments
+			//Arguments
 			const args = {};
 			const args = {};
 			tokens.splice( 1 ).forEach( function ( token ) {
 			tokens.splice( 1 ).forEach( function ( token ) {
 
 

+ 1 - 1
examples/jsm/loaders/LDrawLoader.js

@@ -2266,7 +2266,7 @@ class LDrawLoader extends Loader {
 
 
 			if ( this.ConditionalLineMaterial === null ) {
 			if ( this.ConditionalLineMaterial === null ) {
 
 
-				throw new Error( 'THREE.LDrawLoader: ConditionalLineMaterial type must be specificed via .setConditionalLineMaterial().' );
+				throw new Error( 'THREE.LDrawLoader: ConditionalLineMaterial type must be specified via .setConditionalLineMaterial().' );
 
 
 			}
 			}
 
 

+ 1 - 1
examples/jsm/loaders/LottieLoader.js

@@ -33,7 +33,7 @@ class LottieLoader extends Loader {
 
 
 			const data = JSON.parse( text );
 			const data = JSON.parse( text );
 
 
-			// lottie uses container.offetWidth and offsetHeight
+			// lottie uses container.offsetWidth and offsetHeight
 			// to define width/height
 			// to define width/height
 
 
 			const container = document.createElement( 'div' );
 			const container = document.createElement( 'div' );

+ 1 - 1
examples/jsm/loaders/NRRDLoader.js

@@ -232,7 +232,7 @@ class NRRDLoader extends Loader {
 
 
 		}
 		}
 
 
-		//parse the data when registred as one of this type : 'text', 'ascii', 'txt'
+		//parse the data when registered as one of this type : 'text', 'ascii', 'txt'
 		function parseDataAsText( data, start, end ) {
 		function parseDataAsText( data, start, end ) {
 
 
 			let number = '';
 			let number = '';

+ 1 - 1
examples/jsm/loaders/PVRLoader.js

@@ -160,7 +160,7 @@ function _parseV2( pvrDatas ) {
 	pvrDatas.numMipmaps = numMipmaps + 1;
 	pvrDatas.numMipmaps = numMipmaps + 1;
 
 
 	// guess cubemap type seems tricky in v2
 	// guess cubemap type seems tricky in v2
-	// it juste a pvr containing 6 surface (no explicit cubemap type)
+	// it's just a pvr containing 6 surface (no explicit cubemap type)
 	pvrDatas.isCubemap 	= ( numSurfs === 6 );
 	pvrDatas.isCubemap 	= ( numSurfs === 6 );
 
 
 	return _extract( pvrDatas );
 	return _extract( pvrDatas );

+ 2 - 2
examples/jsm/loaders/SVGLoader.js

@@ -1633,7 +1633,7 @@ class SVGLoader extends Loader {
 					( curve.aEndAngle - curve.aStartAngle ) % ( 2 * Math.PI ) < Number.EPSILON;
 					( curve.aEndAngle - curve.aStartAngle ) % ( 2 * Math.PI ) < Number.EPSILON;
 
 
 				// Do not touch angles of a full ellipse because after transformation they
 				// Do not touch angles of a full ellipse because after transformation they
-				// would converge to a sinle value effectively removing the whole curve
+				// would converge to a single value effectively removing the whole curve
 
 
 				if ( ! isFullEllipse ) {
 				if ( ! isFullEllipse ) {
 
 
@@ -2124,7 +2124,7 @@ class SVGLoader extends Loader {
 
 
 				// check if the center of the bounding box is in the bounding box of the paths.
 				// check if the center of the bounding box is in the bounding box of the paths.
 				// this is a pruning method to limit the search of intersections in paths that can't envelop of the current path.
 				// this is a pruning method to limit the search of intersections in paths that can't envelop of the current path.
-				// if a path envelops another path. The center of that oter path, has to be inside the bounding box of the enveloping path.
+				// if a path envelops another path. The center of that other path, has to be inside the bounding box of the enveloping path.
 				if ( path.boundingBox.containsPoint( center ) ) {
 				if ( path.boundingBox.containsPoint( center ) ) {
 
 
 					const intersections = getIntersections( scanline, path.points );
 					const intersections = getIntersections( scanline, path.points );

+ 1 - 1
examples/jsm/loaders/TDSLoader.js

@@ -398,7 +398,7 @@ class TDSLoader extends Loader {
 
 
 			} else if ( next.id === MESH_MATRIX ) {
 			} else if ( next.id === MESH_MATRIX ) {
 
 
-				this.debugMessage( '   Tranformation Matrix (TODO)' );
+				this.debugMessage( '   Transformation Matrix (TODO)' );
 
 
 				const values = [];
 				const values = [];
 				for ( let i = 0; i < 12; i ++ ) {
 				for ( let i = 0; i < 12; i ++ ) {

+ 4 - 4
examples/jsm/loaders/lwo/IFFParser.js

@@ -463,7 +463,7 @@ class IFFParser {
 	}
 	}
 
 
 	// holds various data about texture node image state
 	// holds various data about texture node image state
-	// Data other thanmipMapLevel unknown
+	// Data other than mipMapLevel unknown
 	parseImageStateForm() {
 	parseImageStateForm() {
 
 
 		this.reader.skip( 8 ); // unknown
 		this.reader.skip( 8 ); // unknown
@@ -577,7 +577,7 @@ class IFFParser {
 			fileName: ''
 			fileName: ''
 		};
 		};
 
 
-		// seach STIL block
+		// search STIL block
 		while ( true ) {
 		while ( true ) {
 
 
 			var tag = this.reader.getIDTag();
 			var tag = this.reader.getIDTag();
@@ -653,11 +653,11 @@ class IFFParser {
 
 
 		var number = this.reader.getUint16();
 		var number = this.reader.getUint16();
 		var flags = this.reader.getUint16(); // If the least significant bit of flags is set, the layer is hidden.
 		var flags = this.reader.getUint16(); // If the least significant bit of flags is set, the layer is hidden.
-		var pivot = this.reader.getFloat32Array( 3 ); // Note: this seems to be superflous, as the geometry is translated when pivot is present
+		var pivot = this.reader.getFloat32Array( 3 ); // Note: this seems to be superfluous, as the geometry is translated when pivot is present
 		var layer = {
 		var layer = {
 			number: number,
 			number: number,
 			flags: flags, // If the least significant bit of flags is set, the layer is hidden.
 			flags: flags, // If the least significant bit of flags is set, the layer is hidden.
-			pivot: [ - pivot[ 0 ], pivot[ 1 ], pivot[ 2 ] ], // Note: this seems to be superflous, as the geometry is translated when pivot is present
+			pivot: [ - pivot[ 0 ], pivot[ 1 ], pivot[ 2 ] ], // Note: this seems to be superfluous, as the geometry is translated when pivot is present
 			name: this.reader.getString(),
 			name: this.reader.getString(),
 		};
 		};
 
 

+ 1 - 1
examples/jsm/math/ConvexHull.js

@@ -698,7 +698,7 @@ class ConvexHull {
 
 
 			let eyeVertex, maxDistance = 0;
 			let eyeVertex, maxDistance = 0;
 
 
-			// grap the first available face and start with the first visible vertex of that face
+			// grab the first available face and start with the first visible vertex of that face
 
 
 			const eyeFace = this.assigned.first().face;
 			const eyeFace = this.assigned.first().face;
 			let vertex = eyeFace.outside;
 			let vertex = eyeFace.outside;

+ 1 - 1
examples/jsm/misc/Volume.js

@@ -7,7 +7,7 @@ import { VolumeSlice } from '../misc/VolumeSlice.js';
 
 
 /**
 /**
  * This class had been written to handle the output of the NRRD loader.
  * This class had been written to handle the output of the NRRD loader.
- * It contains a volume of data and informations about it.
+ * It contains a volume of data and information about it.
  * For now it only handles 3 dimensional data.
  * For now it only handles 3 dimensional data.
  * See the webgl_loader_nrrd.html example and the loaderNRRD.js file to see how to use this class.
  * See the webgl_loader_nrrd.html example and the loaderNRRD.js file to see how to use this class.
  * @class
  * @class

+ 2 - 2
examples/jsm/modifiers/SimplifyModifier.js

@@ -29,7 +29,7 @@ class SimplifyModifier {
 		delete geometry.morphAttributes.normal;
 		delete geometry.morphAttributes.normal;
 		const attributes = geometry.attributes;
 		const attributes = geometry.attributes;
 
 
-		// this modifier can only process indexed and non-indexed geomtries with at least a position attribute
+		// this modifier can only process indexed and non-indexed geometries with at least a position attribute
 
 
 		for ( const name in attributes ) {
 		for ( const name in attributes ) {
 
 
@@ -584,7 +584,7 @@ class Vertex {
 
 
 		// these will be computed in computeEdgeCostAtVertex()
 		// these will be computed in computeEdgeCostAtVertex()
 		this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
 		this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
-		this.collapseNeighbor = null; // best candinate for collapsing
+		this.collapseNeighbor = null; // best candidate for collapsing
 
 
 	}
 	}
 
 

+ 2 - 2
examples/jsm/objects/Sky.js

@@ -77,7 +77,7 @@ Sky.SkyShader = {
 
 
 		// wavelength of used primaries, according to preetham
 		// wavelength of used primaries, according to preetham
 		const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
 		const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
-		// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+		// this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
 		// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
 		// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
 		const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
 		const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
 
 
@@ -120,7 +120,7 @@ Sky.SkyShader = {
 
 
 			float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
 			float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
 
 
-			// extinction (absorbtion + out scattering)
+			// extinction (absorption + out scattering)
 			// rayleigh coefficients
 			// rayleigh coefficients
 			vBetaR = totalRayleigh * rayleighCoefficient;
 			vBetaR = totalRayleigh * rayleighCoefficient;
 
 

+ 2 - 2
examples/jsm/objects/SkyMesh.js

@@ -47,7 +47,7 @@ class SkyMesh extends Mesh {
 
 
 			// wavelength of used primaries, according to preetham
 			// wavelength of used primaries, according to preetham
 			// const lambda = vec3( 680E-9, 550E-9, 450E-9 );
 			// const lambda = vec3( 680E-9, 550E-9, 450E-9 );
-			// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+			// this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
 			// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
 			// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
 			const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
 			const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
 
 
@@ -85,7 +85,7 @@ class SkyMesh extends Mesh {
 
 
 			const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( vSunfade ) ) );
 			const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( vSunfade ) ) );
 
 
-			// extinction (absorbtion + out scattering)
+			// extinction (absorption + out scattering)
 			// rayleigh coefficients
 			// rayleigh coefficients
 			varyingProperty( 'vec3', 'vBetaR' ).assign( totalRayleigh.mul( rayleighCoefficient ) );
 			varyingProperty( 'vec3', 'vBetaR' ).assign( totalRayleigh.mul( rayleighCoefficient ) );
 
 

+ 1 - 1
examples/jsm/objects/Water2.js

@@ -132,7 +132,7 @@ class Water extends Mesh {
 		this.material.uniforms[ 'reflectivity' ].value = reflectivity;
 		this.material.uniforms[ 'reflectivity' ].value = reflectivity;
 		this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
 		this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
 
 
-		// inital values
+		// initial values
 
 
 		this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
 		this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
 		this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1
 		this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1

+ 2 - 2
examples/jsm/postprocessing/BloomPass.js

@@ -71,7 +71,7 @@ class BloomPass extends Pass {
 
 
 		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 
-		// Render quad with blured scene into texture (convolution pass 1)
+		// Render quad with blurred scene into texture (convolution pass 1)
 
 
 		this.fsQuad.material = this.materialConvolution;
 		this.fsQuad.material = this.materialConvolution;
 
 
@@ -83,7 +83,7 @@ class BloomPass extends Pass {
 		this.fsQuad.render( renderer );
 		this.fsQuad.render( renderer );
 
 
 
 
-		// Render quad with blured scene into texture (convolution pass 2)
+		// Render quad with blurred scene into texture (convolution pass 2)
 
 
 		this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
 		this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
 		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
 		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;

+ 1 - 1
examples/jsm/postprocessing/SSAOPass.js

@@ -167,7 +167,7 @@ class SSAOPass extends Pass {
 		this.copyMaterial.dispose();
 		this.copyMaterial.dispose();
 		this.depthRenderMaterial.dispose();
 		this.depthRenderMaterial.dispose();
 
 
-		// dipsose full screen quad
+		// dispose full screen quad
 
 
 		this.fsQuad.dispose();
 		this.fsQuad.dispose();
 
 

+ 1 - 1
examples/jsm/postprocessing/SSRPass.js

@@ -335,7 +335,7 @@ class SSRPass extends Pass {
 		this.copyMaterial.dispose();
 		this.copyMaterial.dispose();
 		this.depthRenderMaterial.dispose();
 		this.depthRenderMaterial.dispose();
 
 
-		// dipsose full screen quad
+		// dispose full screen quad
 
 
 		this.fsQuad.dispose();
 		this.fsQuad.dispose();
 
 

+ 1 - 1
examples/jsm/shaders/BokehShader2.js

@@ -104,7 +104,7 @@ const BokehShader = {
 
 
 		float vignout = 1.3; // vignetting outer border
 		float vignout = 1.3; // vignetting outer border
 		float vignin = 0.0; // vignetting inner border
 		float vignin = 0.0; // vignetting inner border
-		float vignfade = 22.0; // f-stops till vignete fades
+		float vignfade = 22.0; // f-stops till vignette fades
 
 
 		uniform bool shaderFocus;
 		uniform bool shaderFocus;
 		// disable if you use external focalDepth value
 		// disable if you use external focalDepth value

+ 3 - 3
examples/jsm/shaders/GodRaysShader.js

@@ -12,7 +12,7 @@ import {
  * sample count to produce a blur filter with large support.
  * sample count to produce a blur filter with large support.
  *
  *
  * My implementation performs 3 passes, similar to the implementation from Sousa. I found
  * My implementation performs 3 passes, similar to the implementation from Sousa. I found
- * just 6 samples per pass produced acceptible results. The blur is applied three times,
+ * just 6 samples per pass produced acceptable results. The blur is applied three times,
  * with decreasing filter support. The result is equivalent to a single pass with
  * with decreasing filter support. The result is equivalent to a single pass with
  * 6*6*6 = 216 samples.
  * 6*6*6 = 216 samples.
  *
  *
@@ -136,12 +136,12 @@ const GodRaysGenerateShader = {
 		//	- see http://code.google.com/p/chromium/issues/detail?id=153105
 		//	- see http://code.google.com/p/chromium/issues/detail?id=153105
 
 
 		/*
 		/*
-		// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
+		// Unrolling didn't do much on my hardware (ATI Mobility Radeon 3450),
 		// so i've just left the loop
 		// so i've just left the loop
 
 
 		"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
 		"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
 
 
-		// Accumulate samples, making sure we dont walk past the light source.
+		// Accumulate samples, making sure we don't walk past the light source.
 
 
 		// The check for uv.y < 1 would not be necessary with "border" UV wrap
 		// The check for uv.y < 1 would not be necessary with "border" UV wrap
 		// mode, with a black border color. I don't think this is currently
 		// mode, with a black border color. I don't think this is currently

+ 1 - 1
examples/jsm/shaders/SobelOperatorShader.js

@@ -79,7 +79,7 @@ const SobelOperatorShader = {
 				Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
 				Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
 				Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
 				Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
 
 
-		// magnitute of the total gradient
+		// magnitude of the total gradient
 
 
 			float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
 			float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
 
 

+ 1 - 1
examples/jsm/tsl/display/SobelOperatorNode.js

@@ -140,7 +140,7 @@ class SobelOperatorNode extends TempNode {
 				Gy[ 2 ][ 2 ].mul( tx2y2 )
 				Gy[ 2 ][ 2 ].mul( tx2y2 )
 			);
 			);
 
 
-			// magnitute of the total gradient
+			// magnitude of the total gradient
 
 
 			const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
 			const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
 
 

+ 1 - 1
examples/webgl_buffergeometry_instancing_billboards.html

@@ -47,7 +47,7 @@
 		varying vec2 vUv;
 		varying vec2 vUv;
 		varying float vScale;
 		varying float vScale;
 
 
-		// HSL to RGB Convertion helpers
+		// HSL to RGB Conversion helpers
 		vec3 HUEtoRGB(float H){
 		vec3 HUEtoRGB(float H){
 			H = mod(H,1.0);
 			H = mod(H,1.0);
 			float R = abs(H * 6.0 - 3.0) - 1.0;
 			float R = abs(H * 6.0 - 3.0) - 1.0;

+ 1 - 1
examples/webgl_geometry_extrude_splines.html

@@ -328,7 +328,7 @@
 				splineCamera.position.copy( position );
 				splineCamera.position.copy( position );
 				cameraEye.position.copy( position );
 				cameraEye.position.copy( position );
 
 
-				// using arclength for stablization in look ahead
+				// using arclength for stabilization in look ahead
 
 
 				tubeGeometry.parameters.path.getPointAt( ( t + 30 / tubeGeometry.parameters.path.getLength() ) % 1, lookAt );
 				tubeGeometry.parameters.path.getPointAt( ( t + 30 / tubeGeometry.parameters.path.getLength() ) % 1, lookAt );
 				lookAt.multiplyScalar( params.scale );
 				lookAt.multiplyScalar( params.scale );

+ 1 - 1
examples/webgl_materials_modified.html

@@ -104,7 +104,7 @@
 
 
 				};
 				};
 
 
-				// Make sure WebGLRenderer doesnt reuse a single program
+				// Make sure WebGLRenderer doesn't reuse a single program
 
 
 				material.customProgramCacheKey = function () {
 				material.customProgramCacheKey = function () {
 
 

+ 1 - 1
examples/webgl_materials_texture_rotation.html

@@ -128,7 +128,7 @@
 					texture.matrix
 					texture.matrix
 					    .identity()
 					    .identity()
 					    .translate( - API.centerX, - API.centerY )
 					    .translate( - API.centerX, - API.centerY )
-					    .rotate( API.rotation )					// I don't understand how rotation can preceed scale, but it seems to be required...
+					    .rotate( API.rotation )					// I don't understand how rotation can precede scale, but it seems to be required...
 					    .scale( API.repeatX, API.repeatY )
 					    .scale( API.repeatX, API.repeatY )
 					    .translate( API.centerX, API.centerY )
 					    .translate( API.centerX, API.centerY )
 					    .translate( API.offsetX, API.offsetY );
 					    .translate( API.offsetX, API.offsetY );

+ 1 - 1
examples/webgl_postprocessing_godrays.html

@@ -272,7 +272,7 @@
 
 
 					screenSpacePosition.x = ( clipPosition.x + 1 ) / 2; // transform from [-1,1] to [0,1]
 					screenSpacePosition.x = ( clipPosition.x + 1 ) / 2; // transform from [-1,1] to [0,1]
 					screenSpacePosition.y = ( clipPosition.y + 1 ) / 2; // transform from [-1,1] to [0,1]
 					screenSpacePosition.y = ( clipPosition.y + 1 ) / 2; // transform from [-1,1] to [0,1]
-					screenSpacePosition.z = clipPosition.z; // needs to stay in clip space for visibilty checks
+					screenSpacePosition.z = clipPosition.z; // needs to stay in clip space for visibility checks
 
 
 					// Give it to the god-ray and sun shaders
 					// Give it to the god-ray and sun shaders
 
 

+ 12 - 12
examples/webgpu_compute_birds.html

@@ -179,7 +179,7 @@
 				controls.connect( /* renderer.domElement */ );
 				controls.connect( /* renderer.domElement */ );
 
 
 				// Initialize position, velocity, and phase values
 				// Initialize position, velocity, and phase values
-			
+
 				const positionArray = new Float32Array( BIRDS * 3 );
 				const positionArray = new Float32Array( BIRDS * 3 );
 				const velocityArray = new Float32Array( BIRDS * 3 );
 				const velocityArray = new Float32Array( BIRDS * 3 );
 				const phaseArray = new Float32Array( BIRDS );
 				const phaseArray = new Float32Array( BIRDS );
@@ -220,7 +220,7 @@
 				phaseStorage.setPBO( true );
 				phaseStorage.setPBO( true );
 
 
 				// Define Uniforms. Uniforms only need to be defined once rather than per shader.
 				// Define Uniforms. Uniforms only need to be defined once rather than per shader.
-			
+
 				effectController = {
 				effectController = {
 					separation: uniform( 15.0 ).label( 'separation' ),
 					separation: uniform( 15.0 ).label( 'separation' ),
 					alignment: uniform( 20.0 ).label( 'alignment' ),
 					alignment: uniform( 20.0 ).label( 'alignment' ),
@@ -233,12 +233,12 @@
 				};
 				};
 
 
 				// Create geometry
 				// Create geometry
-			
+
 				const birdGeometry = new BirdGeometry();
 				const birdGeometry = new BirdGeometry();
 				const birdMaterial = new THREE.NodeMaterial();
 				const birdMaterial = new THREE.NodeMaterial();
 
 
 				// Animate bird mesh within vertex shader, then apply position offset to vertices.
 				// Animate bird mesh within vertex shader, then apply position offset to vertices.
-			
+
 				const birdVertexTSL = Fn( () => {
 				const birdVertexTSL = Fn( () => {
 
 
 					const reference = attribute( 'reference' );
 					const reference = attribute( 'reference' );
@@ -247,12 +247,12 @@
 					const position = positionLocal.toVar();
 					const position = positionLocal.toVar();
 					const newPhase = phaseStorage.element( reference ).toVar();
 					const newPhase = phaseStorage.element( reference ).toVar();
 					const newVelocity = normalize( velocityStorage.element( reference ) ).toVar();
 					const newVelocity = normalize( velocityStorage.element( reference ) ).toVar();
-			
+
 					If( birdVertex.equal( 4 ).or( birdVertex.equal( 7 ) ), () => {
 					If( birdVertex.equal( 4 ).or( birdVertex.equal( 7 ) ), () => {
 
 
 						// flap wings
 						// flap wings
 						position.y = sin( newPhase ).mul( 5.0 );
 						position.y = sin( newPhase ).mul( 5.0 );
-			
+
 					} );
 					} );
 
 
 					const newPosition = modelWorldMatrix.mul( position );
 					const newPosition = modelWorldMatrix.mul( position );
@@ -267,7 +267,7 @@
 
 
 					const cosrz = x.div( xyz );
 					const cosrz = x.div( xyz );
 					const sinrz = newVelocity.y.div( xyz ).toVar();
 					const sinrz = newVelocity.y.div( xyz ).toVar();
-			
+
 					// Nodes must be negated with negate(). Using '-', their values will resolve to NaN.
 					// Nodes must be negated with negate(). Using '-', their values will resolve to NaN.
 					const maty = mat3(
 					const maty = mat3(
 						cosry, 0, negate( sinry ),
 						cosry, 0, negate( sinry ),
@@ -301,7 +301,7 @@
 				// Shaders are computationally identical to their GLSL counterparts outside of texture destructuring.
 				// Shaders are computationally identical to their GLSL counterparts outside of texture destructuring.
 
 
 				computeVelocity = Fn( () => {
 				computeVelocity = Fn( () => {
-			
+
 					// Define consts
 					// Define consts
 					const PI = float( 3.141592653589793 );
 					const PI = float( 3.141592653589793 );
 					const PI_2 = PI.mul( 2.0 );
 					const PI_2 = PI.mul( 2.0 );
@@ -351,7 +351,7 @@
 						const dirToBird = birdPosition.sub( position );
 						const dirToBird = birdPosition.sub( position );
 						const distToBird = length( dirToBird );
 						const distToBird = length( dirToBird );
 
 
-						// Don't apply any changes to velocity if the distance to this bird is negligable.
+						// Don't apply any changes to velocity if the distance to this bird is negligible.
 						If( distToBird.lessThan( 0.0001 ), () => {
 						If( distToBird.lessThan( 0.0001 ), () => {
 
 
 							Continue();
 							Continue();
@@ -372,7 +372,7 @@
 						const percent = distToBirdSq.div( zoneRadiusSq );
 						const percent = distToBirdSq.div( zoneRadiusSq );
 
 
 						If( percent.lessThan( separationThresh ), () => {
 						If( percent.lessThan( separationThresh ), () => {
-			
+
 							// Separation - Move apart for comfort
 							// Separation - Move apart for comfort
 							const velocityAdjust = ( separationThresh.div( percent ).sub( 1.0 ) ).mul( deltaTime );
 							const velocityAdjust = ( separationThresh.div( percent ).sub( 1.0 ) ).mul( deltaTime );
 							velocity.subAssign( normalize( dirToBird ).mul( velocityAdjust ) );
 							velocity.subAssign( normalize( dirToBird ).mul( velocityAdjust ) );
@@ -404,13 +404,13 @@
 							velocity.addAssign( normalize( dirToBird ).mul( velocityAdjust ) );
 							velocity.addAssign( normalize( dirToBird ).mul( velocityAdjust ) );
 
 
 						} );
 						} );
-			
+
 					} );
 					} );
 
 
 					If( length( velocity ).greaterThan( limit ), () => {
 					If( length( velocity ).greaterThan( limit ), () => {
 
 
 						velocity.assign( normalize( velocity ).mul( limit ) );
 						velocity.assign( normalize( velocity ).mul( limit ) );
-			
+
 					} );
 					} );
 
 
 				} )().compute( BIRDS );
 				} )().compute( BIRDS );

+ 2 - 2
examples/webgpu_parallax_uv.html

@@ -11,7 +11,7 @@
 		<div id="info">
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - parallax uv<br />
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - parallax uv<br />
 			Textures by <a href="https://ambientcg.com/view?id=Ice002" target="_blank" rel="noopener">ambientCG</a><br />
 			Textures by <a href="https://ambientcg.com/view?id=Ice002" target="_blank" rel="noopener">ambientCG</a><br />
-			
+
 		</div>
 		</div>
 
 
 		<script type="importmap">
 		<script type="importmap">
@@ -82,7 +82,7 @@
 				bottomTexture.wrapS = THREE.RepeatWrapping;
 				bottomTexture.wrapS = THREE.RepeatWrapping;
 				bottomTexture.wrapT = THREE.RepeatWrapping;
 				bottomTexture.wrapT = THREE.RepeatWrapping;
 
 
-				// paralax effect
+				// parallax effect
 
 
 				const parallaxScale = .3;
 				const parallaxScale = .3;
 				const offsetUV = texture( displaceTexture ).mul( parallaxScale );
 				const offsetUV = texture( displaceTexture ).mul( parallaxScale );

+ 19 - 19
examples/webgpu_tsl_compute_attractors_particles.html

@@ -120,22 +120,22 @@
 					attractor.controls.visible = true;
 					attractor.controls.visible = true;
 					attractor.controls.enabled = attractor.controls.visible;
 					attractor.controls.enabled = attractor.controls.visible;
 					scene.add( attractor.controls.getHelper() );
 					scene.add( attractor.controls.getHelper() );
-			
+
 					attractor.controls.addEventListener( 'dragging-changed', ( event ) => {
 					attractor.controls.addEventListener( 'dragging-changed', ( event ) => {
 
 
 						controls.enabled = ! event.value;
 						controls.enabled = ! event.value;
-			
+
 					} );
 					} );
-			
+
 					attractor.controls.addEventListener( 'change', () => {
 					attractor.controls.addEventListener( 'change', () => {
 
 
 						attractor.position.copy( attractor.reference.position );
 						attractor.position.copy( attractor.reference.position );
 						attractor.orientation.copy( new THREE.Vector3( 0, 1, 0 ).applyQuaternion( attractor.reference.quaternion ) );
 						attractor.orientation.copy( new THREE.Vector3( 0, 1, 0 ).applyQuaternion( attractor.reference.quaternion ) );
-			
+
 					} );
 					} );
 
 
 					attractors.push( attractor );
 					attractors.push( attractor );
-			
+
 				}
 				}
 
 
 				// particles
 				// particles
@@ -167,7 +167,7 @@
 						cos( phi ),
 						cos( phi ),
 						sinPhiRadius.mul( cos( theta ) )
 						sinPhiRadius.mul( cos( theta ) )
 					);
 					);
-			
+
 				} );
 				} );
 
 
 				// init compute
 				// init compute
@@ -188,7 +188,7 @@
 					const theta = hash( instanceIndex.add( uint( Math.random() * 0xffffff ) ) ).mul( PI );
 					const theta = hash( instanceIndex.add( uint( Math.random() * 0xffffff ) ) ).mul( PI );
 					const baseVelocity = sphericalToVec3( phi, theta ).mul( 0.05 );
 					const baseVelocity = sphericalToVec3( phi, theta ).mul( 0.05 );
 					velocity.assign( baseVelocity );
 					velocity.assign( baseVelocity );
-			
+
 				} );
 				} );
 
 
 				const initCompute = init().compute( count );
 				const initCompute = init().compute( count );
@@ -196,7 +196,7 @@
 				const reset = () => {
 				const reset = () => {
 
 
 					renderer.computeAsync( initCompute );
 					renderer.computeAsync( initCompute );
-			
+
 				};
 				};
 
 
 				reset();
 				reset();
@@ -209,7 +209,7 @@
 				const update = Fn( () => {
 				const update = Fn( () => {
 
 
 					// const delta = timerDelta().mul( timeScale ).min( 1 / 30 ).toVar();
 					// const delta = timerDelta().mul( timeScale ).min( 1 / 30 ).toVar();
-					const delta = float( 1 / 60 ).mul( timeScale ).toVar(); // uses fixed delta to consistant result
+					const delta = float( 1 / 60 ).mul( timeScale ).toVar(); // uses fixed delta to consistent result
 					const position = positionBuffer.element( instanceIndex );
 					const position = positionBuffer.element( instanceIndex );
 					const velocity = velocityBuffer.element( instanceIndex );
 					const velocity = velocityBuffer.element( instanceIndex );
 
 
@@ -234,7 +234,7 @@
 						const spinningForce = attractorRotationAxis.mul( gravityStrength ).mul( spinningStrength );
 						const spinningForce = attractorRotationAxis.mul( gravityStrength ).mul( spinningStrength );
 						const spinningVelocity = spinningForce.cross( toAttractor );
 						const spinningVelocity = spinningForce.cross( toAttractor );
 						force.addAssign( spinningVelocity );
 						force.addAssign( spinningVelocity );
-			
+
 					} );
 					} );
 
 
 					// velocity
 					// velocity
@@ -244,7 +244,7 @@
 					If( speed.greaterThan( maxSpeed ), () => {
 					If( speed.greaterThan( maxSpeed ), () => {
 
 
 						velocity.assign( velocity.normalize().mul( maxSpeed ) );
 						velocity.assign( velocity.normalize().mul( maxSpeed ) );
-			
+
 					} );
 					} );
 					velocity.mulAssign( velocityDamping.oneMinus() );
 					velocity.mulAssign( velocityDamping.oneMinus() );
 
 
@@ -256,7 +256,7 @@
 
 
 					const halfHalfExtent = boundHalfExtent.div( 2 ).toVar();
 					const halfHalfExtent = boundHalfExtent.div( 2 ).toVar();
 					position.assign( mod( position.add( halfHalfExtent ), boundHalfExtent ).sub( halfHalfExtent ) );
 					position.assign( mod( position.add( halfHalfExtent ), boundHalfExtent ).sub( halfHalfExtent ) );
-			
+
 				} );
 				} );
 				updateCompute = update().compute( count );
 				updateCompute = update().compute( count );
 
 
@@ -272,7 +272,7 @@
 					const finalColor = mix( colorA, colorB, colorMix );
 					const finalColor = mix( colorA, colorB, colorMix );
 
 
 					return vec4( finalColor, 1 );
 					return vec4( finalColor, 1 );
-			
+
 				} )();
 				} )();
 
 
 				material.scaleNode = particleMassMultiplier.mul( scale );
 				material.scaleNode = particleMassMultiplier.mul( scale );
@@ -307,17 +307,17 @@
 
 
 								attractor.controls.visible = false;
 								attractor.controls.visible = false;
 								attractor.controls.enabled = false;
 								attractor.controls.enabled = false;
-			
+
 							} else {
 							} else {
 
 
 								attractor.controls.visible = true;
 								attractor.controls.visible = true;
 								attractor.controls.enabled = true;
 								attractor.controls.enabled = true;
 								attractor.controls.mode = value;
 								attractor.controls.mode = value;
-			
+
 							}
 							}
-			
+
 						}
 						}
-			
+
 					} );
 					} );
 
 
 				gui
 				gui
@@ -326,7 +326,7 @@
 
 
 						for ( const attractor of attractors )
 						for ( const attractor of attractors )
 							attractor.helper.visible = value;
 							attractor.helper.visible = value;
-			
+
 					} );
 					} );
 
 
 				gui.add( { reset }, 'reset' );
 				gui.add( { reset }, 'reset' );
@@ -343,7 +343,7 @@
 			}
 			}
 
 
 			async function animate() {
 			async function animate() {
-			
+
 				controls.update();
 				controls.update();
 
 
     			renderer.compute( updateCompute );
     			renderer.compute( updateCompute );

+ 1 - 1
examples/webgpu_tsl_editor.html

@@ -60,7 +60,7 @@
 
 
 			function init() {
 			function init() {
 
 
-				// add the depedencies
+				// add the dependencies
 
 
 				const width = 200;
 				const width = 200;
 				const height = 200;
 				const height = 200;

+ 1 - 1
examples/webgpu_tsl_interoperability.html

@@ -82,7 +82,7 @@
 
 
 				// Only wgsl vertex shaders take varyings arguments when defined.
 				// Only wgsl vertex shaders take varyings arguments when defined.
 				// For a wgsl fragment shader, pass the varyingProperty node to the
 				// For a wgsl fragment shader, pass the varyingProperty node to the
-				// fragment shader's constructor to acess the varying value computed
+				// fragment shader's constructor to access the varying value computed
 				// by the vertex shader.
 				// by the vertex shader.
 				const wgslFragmentShader = wgslFn( `
 				const wgslFragmentShader = wgslFn( `
 					fn crtFragment(
 					fn crtFragment(

+ 1 - 1
examples/webxr_vr_layers.html

@@ -196,7 +196,7 @@
 				eyeCharts.add( snellenMeshMipMap );
 				eyeCharts.add( snellenMeshMipMap );
 
 
 				// The layers don't participate depth testing between each other. Since the projection
 				// The layers don't participate depth testing between each other. Since the projection
-				// layer is rendered last, any 3D object will incorrecly overlap layers. To avoid this,
+				// layer is rendered last, any 3D object will incorrectly overlap layers. To avoid this,
 				// invisible quads can be placed into the scene to participate in depth testing when the
 				// invisible quads can be placed into the scene to participate in depth testing when the
 				// projection layer is rendered.
 				// projection layer is rendered.
 				const dummyMeshLeft = new THREE.Mesh(
 				const dummyMeshLeft = new THREE.Mesh(

+ 1 - 1
examples/webxr_xr_controls_transform.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
-		<title>three.js xr - controls - trasnform</title>
+		<title>three.js xr - controls - transform</title>
 		<meta charset="utf-8">
 		<meta charset="utf-8">
 		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
 		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
 		<link type="text/css" rel="stylesheet" href="main.css">
 		<link type="text/css" rel="stylesheet" href="main.css">

+ 1 - 1
examples/webxr_xr_haptics.html

@@ -39,7 +39,7 @@
 			let controls, group;
 			let controls, group;
 			let audioCtx = null;
 			let audioCtx = null;
 
 
-			// minor pentatonic scale, so whichever notes is striked would be more pleasant
+			// minor pentatonic scale, so whichever notes is stricken would be more pleasant
 			const musicScale = [ 0, 3, 5, 7, 10 ];
 			const musicScale = [ 0, 3, 5, 7, 10 ];
 
 
 			init();
 			init();

+ 1 - 1
manual/resources/threejs-textures.js

@@ -196,7 +196,7 @@ import { threejsLessonUtils } from './threejs-lesson-utils.js';
 				// but no checks for mipmaps I'm guessing. It seems like
 				// but no checks for mipmaps I'm guessing. It seems like
 				// they shouldn't be checking for same image, the should be
 				// they shouldn't be checking for same image, the should be
 				// checking for same WebGLTexture. Given there is more than
 				// checking for same WebGLTexture. Given there is more than
-				// WebGL to support maybe they need to abtract WebGLTexture to
+				// WebGL to support maybe they need to abstract WebGLTexture to
 				// PlatformTexture or something?
 				// PlatformTexture or something?
 
 
 				const meshInfos = [
 				const meshInfos = [

+ 1 - 1
manual/resources/tools/geo-picking/shapefile.js

@@ -97,7 +97,7 @@ var slice_slice = function(length) {
   return (function read() {
   return (function read() {
     return that._source.read().then(function(result) {
     return that._source.read().then(function(result) {
 
 
-      // When done, it’s possible the request wasn’t fully fullfilled!
+      // When done, it’s possible the request wasn’t fully fulfilled!
       // If so, the pre-allocated array is too big and needs slicing.
       // If so, the pre-allocated array is too big and needs slicing.
       if (result.done) {
       if (result.done) {
         that._array = empty;
         that._array = empty;

+ 3 - 3
playground/Nodes.json

@@ -1222,7 +1222,7 @@
 						{
 						{
 							"name": "Max",
 							"name": "Max",
 							"icon": "math-function",
 							"icon": "math-function",
-							"description": "Returns the maximun of the two parameters.",
+							"description": "Returns the maximum of the two parameters.",
 							"shaderNode": "max",
 							"shaderNode": "max",
 							"nodeType": "node",
 							"nodeType": "node",
 							"properties": [
 							"properties": [
@@ -1369,7 +1369,7 @@
 									"name": "bNode",
 									"name": "bNode",
 									"nodeType": "node",
 									"nodeType": "node",
 									"label": "y",
 									"label": "y",
-									"description": "Specify the value to whitch to raise x."
+									"description": "Specify the value to raise x."
 								}
 								}
 							]
 							]
 						},
 						},
@@ -1531,7 +1531,7 @@
 									"name": "aNode",
 									"name": "aNode",
 									"nodeType": "node",
 									"nodeType": "node",
 									"label": "x",
 									"label": "x",
-									"description": "Specify the value from wich to extract the sign."
+									"description": "Specify the value from which to extract the sign."
 								}
 								}
 							]
 							]
 						},
 						},

+ 1 - 1
src/extras/Earcut.js

@@ -591,7 +591,7 @@ function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
 // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
 // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
 function isValidDiagonal( a, b ) {
 function isValidDiagonal( a, b ) {
 
 
-	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
+	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // doesn't intersect other edges
            ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
            ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
             ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
             ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
             equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
             equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case

+ 1 - 1
src/nodes/accessors/BufferNode.js

@@ -12,7 +12,7 @@ import { nodeObject } from '../tsl/TSLBase.js';
  * const bufferNode = buffer( array, 'mat4', count );
  * const bufferNode = buffer( array, 'mat4', count );
  * const matrixNode = bufferNode.element( index ); // access a matrix from the buffer
  * const matrixNode = bufferNode.element( index ); // access a matrix from the buffer
  * ```
  * ```
- * In general, it is recommened to use the more managed {@link UniformArrayNode}
+ * In general, it is recommended to use the more managed {@link UniformArrayNode}
  * since it handles more input types and automatically cares about buffer paddings.
  * since it handles more input types and automatically cares about buffer paddings.
  *
  *
  * @augments module:UniformNode~UniformNode
  * @augments module:UniformNode~UniformNode

+ 1 - 1
src/nodes/accessors/Camera.js

@@ -54,7 +54,7 @@ export const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraW
 export const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
 export const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
 
 
 /**
 /**
- * TSL object that represents the positon in world space of the camera used for the current render.
+ * TSL object that represents the position in world space of the camera used for the current render.
  *
  *
  * @type {UniformNode<vec3>}
  * @type {UniformNode<vec3>}
  */
  */

+ 2 - 2
src/nodes/accessors/MaterialNode.js

@@ -590,7 +590,7 @@ export const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, Material
 export const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
 export const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
 
 
 /**
 /**
- * TSL object that represents the anisotriopy of the current material.
+ * TSL object that represents the anisotropy of the current material.
  *
  *
  * @type {Node<vec2>}
  * @type {Node<vec2>}
  */
  */
@@ -720,7 +720,7 @@ export const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, Mater
 export const materialAOMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO_MAP );
 export const materialAOMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO_MAP );
 
 
 /**
 /**
- * TSL object that represents the anisotriopy vector of the current material.
+ * TSL object that represents the anisotropy vector of the current material.
  *
  *
  * @type {Node<vec2>}
  * @type {Node<vec2>}
  */
  */

+ 5 - 5
src/nodes/accessors/SkinningNode.js

@@ -107,14 +107,14 @@ class SkinningNode extends Node {
 		this.bindMatrixInverseNode = bindMatrixInverseNode;
 		this.bindMatrixInverseNode = bindMatrixInverseNode;
 
 
 		/**
 		/**
-		 * The bind martices as a uniform buffer node.
+		 * The bind matrices as a uniform buffer node.
 		 *
 		 *
 		 * @type {Node}
 		 * @type {Node}
 		 */
 		 */
 		this.boneMatricesNode = boneMatricesNode;
 		this.boneMatricesNode = boneMatricesNode;
 
 
 		/**
 		/**
-		 * The previous bind martices as a uniform buffer node.
+		 * The previous bind matrices as a uniform buffer node.
 		 * Required for computing motion vectors.
 		 * Required for computing motion vectors.
 		 *
 		 *
 		 * @type {Node?}
 		 * @type {Node?}
@@ -125,7 +125,7 @@ class SkinningNode extends Node {
 	}
 	}
 
 
 	/**
 	/**
-	 * Transfroms the given vertex position via skinning.
+	 * Transforms the given vertex position via skinning.
 	 *
 	 *
 	 * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
 	 * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
 	 * @param {Node<vec3>} [position=positionLocal] - The vertex position in local space.
 	 * @param {Node<vec3>} [position=positionLocal] - The vertex position in local space.
@@ -156,7 +156,7 @@ class SkinningNode extends Node {
 	}
 	}
 
 
 	/**
 	/**
-	 * Transfroms the given vertex normal via skinning.
+	 * Transforms the given vertex normal via skinning.
 	 *
 	 *
 	 * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
 	 * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
 	 * @param {Node<vec3>} [normal=normalLocal] - The vertex normal in local space.
 	 * @param {Node<vec3>} [normal=normalLocal] - The vertex normal in local space.
@@ -187,7 +187,7 @@ class SkinningNode extends Node {
 	}
 	}
 
 
 	/**
 	/**
-	 * Transfroms the given vertex normal via skinning.
+	 * Transforms the given vertex normal via skinning.
 	 *
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
 	 * @param {NodeBuilder} builder - The current node builder.
 	 * @return {Node<vec3>} The skinned position from the previous frame.
 	 * @return {Node<vec3>} The skinned position from the previous frame.

+ 2 - 2
src/nodes/accessors/StorageTextureNode.js

@@ -72,7 +72,7 @@ class StorageTextureNode extends TextureNode {
 		this.isStorageTextureNode = true;
 		this.isStorageTextureNode = true;
 
 
 		/**
 		/**
-		 * The acces type of the texture node.
+		 * The access type of the texture node.
 		 *
 		 *
 		 * @type {String}
 		 * @type {String}
 		 * @default 'writeOnly'
 		 * @default 'writeOnly'
@@ -212,7 +212,7 @@ export const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode );
 
 
 
 
 /**
 /**
- * TODO: Explain differnece to `storageTexture()`.
+ * TODO: Explain difference to `storageTexture()`.
  *
  *
  * @function
  * @function
  * @param {StorageTexture} value - The storage texture.
  * @param {StorageTexture} value - The storage texture.

+ 1 - 1
src/nodes/accessors/TextureNode.js

@@ -248,7 +248,7 @@ class TextureNode extends UniformNode {
 	/**
 	/**
 	 * Transforms the given uv node with the texture transformation matrix.
 	 * Transforms the given uv node with the texture transformation matrix.
 	 *
 	 *
-	 * @param {Node} uvNode - The uv node to transfrom.
+	 * @param {Node} uvNode - The uv node to transform.
 	 * @return {Node} The transformed uv node.
 	 * @return {Node} The transformed uv node.
 	 */
 	 */
 	getTransformedUV( uvNode ) {
 	getTransformedUV( uvNode ) {

+ 1 - 1
src/nodes/lighting/BasicEnvironmentNode.js

@@ -3,7 +3,7 @@ import { cubeMapNode } from '../utils/CubeMapNode.js';
 
 
 /**
 /**
  * Represents a basic model for Image-based lighting (IBL). The environment
  * Represents a basic model for Image-based lighting (IBL). The environment
- * is defined via environment maps in the equirectanular or cube map format.
+ * is defined via environment maps in the equirectangular or cube map format.
  * `BasicEnvironmentNode` is intended for non-PBR materials like {@link MeshBasicNodeMaterial}
  * `BasicEnvironmentNode` is intended for non-PBR materials like {@link MeshBasicNodeMaterial}
  * or {@link MeshPhongNodeMaterial}.
  * or {@link MeshPhongNodeMaterial}.
  *
  *

+ 1 - 1
src/nodes/lighting/EnvironmentNode.js

@@ -13,7 +13,7 @@ const _envNodeCache = new WeakMap();
 
 
 /**
 /**
  * Represents a physical model for Image-based lighting (IBL). The environment
  * Represents a physical model for Image-based lighting (IBL). The environment
- * is defined via environment maps in the equirectanular, cube map or cubeUV (PMREM) format.
+ * is defined via environment maps in the equirectangular, cube map or cubeUV (PMREM) format.
  * `EnvironmentNode` is intended for PBR materials like {@link MeshStandardNodeMaterial}.
  * `EnvironmentNode` is intended for PBR materials like {@link MeshStandardNodeMaterial}.
  *
  *
  * @augments LightingNode
  * @augments LightingNode

+ 1 - 1
src/nodes/lighting/PointShadowNode.js

@@ -234,7 +234,7 @@ class PointShadowNode extends ShadowNode {
 	 * Overwrites the default implementation with point light specific
 	 * Overwrites the default implementation with point light specific
 	 * rendering code.
 	 * rendering code.
 	 *
 	 *
-	 * @param {NodeFrme} frame - A reference to the current node frame.
+	 * @param {NodeFrame} frame - A reference to the current node frame.
 	 */
 	 */
 	renderShadow( frame ) {
 	renderShadow( frame ) {
 
 

+ 1 - 1
src/nodes/lighting/ShadowNode.js

@@ -640,7 +640,7 @@ class ShadowNode extends ShadowBaseNode {
 	/**
 	/**
 	 * Updates the shadow.
 	 * Updates the shadow.
 	 *
 	 *
-	 * @param {NodeFrme} frame - A reference to the current node frame.
+	 * @param {NodeFrame} frame - A reference to the current node frame.
 	 */
 	 */
 	updateShadow( frame ) {
 	updateShadow( frame ) {
 
 

+ 2 - 2
src/nodes/lighting/SpotLightNode.js

@@ -30,14 +30,14 @@ class SpotLightNode extends AnalyticLightNode {
 		super( light );
 		super( light );
 
 
 		/**
 		/**
-		 * Uniform node representing the cone cosinus.
+		 * Uniform node representing the cone cosine.
 		 *
 		 *
 		 * @type {UniformNode<float>}
 		 * @type {UniformNode<float>}
 		 */
 		 */
 		this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
 		this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
 
 
 		/**
 		/**
-		 * Uniform node representing the penumbra cosinus.
+		 * Uniform node representing the penumbra cosine.
 		 *
 		 *
 		 * @type {UniformNode<float>}
 		 * @type {UniformNode<float>}
 		 */
 		 */

+ 1 - 1
src/nodes/math/OperatorNode.js

@@ -317,7 +317,7 @@ export default OperatorNode;
 export const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' );
 export const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' );
 
 
 /**
 /**
- * Returns the subraction of two or more value.
+ * Returns the subtraction of two or more value.
  *
  *
  * @function
  * @function
  * @param {Node} aNode - The first input.
  * @param {Node} aNode - The first input.

+ 2 - 2
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js

@@ -286,7 +286,7 @@ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in m
 	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
 	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
 
 
 /*
 /*
-	// alternate method of adjusting for horizon clipping (see referece)
+	// alternate method of adjusting for horizon clipping (see reference)
 	// refactoring required
 	// refactoring required
 	float len = length( vectorFormFactor );
 	float len = length( vectorFormFactor );
 	float z = vectorFormFactor.z / len;
 	float z = vectorFormFactor.z / len;
@@ -351,7 +351,7 @@ vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 no
 
 
 #endif
 #endif
 
 
-// This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from 
+// This is a curve-fit approximation to the "Charlie sheen" BRDF integrated over the hemisphere from
 // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
 // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
 // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
 // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
 float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
 float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {

+ 7 - 7
src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js

@@ -123,7 +123,7 @@ export default /* glsl */`
 		// Direction of refracted light.
 		// Direction of refracted light.
 		vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
 		vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
 
 
-		// Compute rotation-independant scaling of the model matrix.
+		// Compute rotation-independent scaling of the model matrix.
 		vec3 modelScale;
 		vec3 modelScale;
 		modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
 		modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
 		modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
 		modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
@@ -184,13 +184,13 @@ export default /* glsl */`
 
 
 				vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );
 				vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );
 				vec3 refractedRayExit = position + transmissionRay;
 				vec3 refractedRayExit = position + transmissionRay;
-		
+
 				// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
 				// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
 				vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
 				vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
 				vec2 refractionCoords = ndcPos.xy / ndcPos.w;
 				vec2 refractionCoords = ndcPos.xy / ndcPos.w;
 				refractionCoords += 1.0;
 				refractionCoords += 1.0;
 				refractionCoords /= 2.0;
 				refractionCoords /= 2.0;
-		
+
 				// Sample framebuffer to get pixel the refracted ray hits.
 				// Sample framebuffer to get pixel the refracted ray hits.
 				vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );
 				vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );
 				transmittedLight[ i ] = transmissionSample[ i ];
 				transmittedLight[ i ] = transmissionSample[ i ];
@@ -201,9 +201,9 @@ export default /* glsl */`
 			}
 			}
 
 
 			transmittedLight.a /= 3.0;
 			transmittedLight.a /= 3.0;
-		
+
 		#else
 		#else
-		
+
 			vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
 			vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
 			vec3 refractedRayExit = position + transmissionRay;
 			vec3 refractedRayExit = position + transmissionRay;
 
 
@@ -216,7 +216,7 @@ export default /* glsl */`
 			// Sample framebuffer to get pixel the refracted ray hits.
 			// Sample framebuffer to get pixel the refracted ray hits.
 			transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
 			transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
 			transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
 			transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
-		
+
 		#endif
 		#endif
 
 
 		vec3 attenuatedColor = transmittance * transmittedLight.rgb;
 		vec3 attenuatedColor = transmittance * transmittedLight.rgb;
@@ -224,7 +224,7 @@ export default /* glsl */`
 		// Get the specular component.
 		// Get the specular component.
 		vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
 		vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
 
 
-		// As less light is transmitted, the opacity should be increased. This simple approximation does a decent job 
+		// As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
 		// of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
 		// of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
 		float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
 		float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
 
 

+ 1 - 1
src/renderers/webgl-fallback/utils/WebGLAttributeUtils.js

@@ -141,7 +141,7 @@ class WebGLAttributeUtils {
 
 
 		if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
 		if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
 
 
-			// create buffer for tranform feedback use
+			// create buffer for transform feedback use
 			const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
 			const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
 			attributeData = new DualAttributeData( attributeData, bufferGPUDual );
 			attributeData = new DualAttributeData( attributeData, bufferGPUDual );
 
 

+ 1 - 1
test/e2e/deterministic-injection.js

@@ -59,7 +59,7 @@
 
 
 	};
 	};
 
 
-	/* Semi-determitistic video */
+	/* Semi-deterministic video */
 
 
 	const play = HTMLVideoElement.prototype.play;
 	const play = HTMLVideoElement.prototype.play;
 
 

+ 3 - 3
test/e2e/puppeteer.js

@@ -50,7 +50,7 @@ const exceptionList = [
 
 
 	'webaudio_visualizer', // audio can't be analyzed without proper audio hook
 	'webaudio_visualizer', // audio can't be analyzed without proper audio hook
 
 
-	// WebXR also isn't determinstic enough?
+	// WebXR also isn't deterministic enough?
 	'webxr_ar_lighting',
 	'webxr_ar_lighting',
 	'webxr_vr_sandbox',
 	'webxr_vr_sandbox',
 	'webxr_vr_video',
 	'webxr_vr_video',
@@ -328,11 +328,11 @@ async function main() {
 
 
 		console.red( 'List of failed screenshots: ' + list );
 		console.red( 'List of failed screenshots: ' + list );
 		console.red( `If you are sure that everything is correct, try to run "npm run make-screenshot ${ list }". If this does not help, try increasing idleTime and parseTime variables in /test/e2e/puppeteer.js file. If this also does not help, add remaining screenshots to the exception list.` );
 		console.red( `If you are sure that everything is correct, try to run "npm run make-screenshot ${ list }". If this does not help, try increasing idleTime and parseTime variables in /test/e2e/puppeteer.js file. If this also does not help, add remaining screenshots to the exception list.` );
-		console.red( `${ failedScreenshots.length } from ${ files.length } screenshots have not generated succesfully.` );
+		console.red( `${ failedScreenshots.length } from ${ files.length } screenshots have not generated successfully.` );
 
 
 	} else if ( isMakeScreenshot && ! failedScreenshots.length ) {
 	} else if ( isMakeScreenshot && ! failedScreenshots.length ) {
 
 
-		console.green( `${ files.length } screenshots succesfully generated.` );
+		console.green( `${ files.length } screenshots successfully generated.` );
 
 
 	} else if ( failedScreenshots.length ) {
 	} else if ( failedScreenshots.length ) {
 
 

+ 2 - 2
test/unit/README.md

@@ -7,7 +7,7 @@
 You can run the unit tests in two environments:
 You can run the unit tests in two environments:
 
 
 - Node.js: Execute `npm run test-unit` from the root folder
 - Node.js: Execute `npm run test-unit` from the root folder
-- Browser: Execute `npx servez -p 8080 --ssl` (or run any other local web sever) from the root folder and access `https://localhost:8080/test/unit/UnitTests.html` in a web browser. 
+- Browser: Execute `npx servez -p 8080 --ssl` (or run any other local web sever) from the root folder and access `https://localhost:8080/test/unit/UnitTests.html` in a web browser.
 
 
 See [Installation](https://threejs.org/docs/#manual/introduction/Installation) for more information.
 See [Installation](https://threejs.org/docs/#manual/introduction/Installation) for more information.
 
 
@@ -15,7 +15,7 @@ See [Installation](https://threejs.org/docs/#manual/introduction/Installation) f
 
 
 A small number of tests can only be run in a browser environment.
 A small number of tests can only be run in a browser environment.
 
 
-For browser tests, futher changes to the library will not be reflected until the page is refreshed.
+For browser tests, further changes to the library will not be reflected until the page is refreshed.
 
 
 ## Troubleshooting
 ## Troubleshooting
 
 

+ 1 - 1
test/unit/src/animation/AnimationAction.tests.js

@@ -64,7 +64,7 @@ export default QUnit.module( 'Animation', () => {
 			const clip = new AnimationClip( 'nonname', - 1, [] );
 			const clip = new AnimationClip( 'nonname', - 1, [] );
 
 
 			const animationAction = new AnimationAction( mixer, clip );
 			const animationAction = new AnimationAction( mixer, clip );
-			assert.ok( animationAction, 'animationAction instanciated' );
+			assert.ok( animationAction, 'animationAction instantiated' );
 
 
 		} );
 		} );
 
 

+ 1 - 1
test/unit/src/animation/AnimationClip.tests.js

@@ -10,7 +10,7 @@ export default QUnit.module( 'Animation', () => {
 		QUnit.test( 'Instancing', ( assert ) => {
 		QUnit.test( 'Instancing', ( assert ) => {
 
 
 			const clip = new AnimationClip( 'clip1', 1000, [ {} ] );
 			const clip = new AnimationClip( 'clip1', 1000, [ {} ] );
-			assert.ok( clip, 'AnimationClip can be instanciated' );
+			assert.ok( clip, 'AnimationClip can be instantiated' );
 
 
 		} );
 		} );
 
 

+ 1 - 1
test/unit/src/animation/AnimationObjectGroup.tests.js

@@ -27,7 +27,7 @@ export default QUnit.module( 'Animation', () => {
 			const groupA = new AnimationObjectGroup();
 			const groupA = new AnimationObjectGroup();
 			assert.ok(
 			assert.ok(
 				groupA instanceof AnimationObjectGroup,
 				groupA instanceof AnimationObjectGroup,
-				'AnimationObjectGroup can be instanciated'
+				'AnimationObjectGroup can be instantiated'
 			);
 			);
 
 
 		} );
 		} );

+ 1 - 1
test/unit/src/core/InterleavedBufferAttribute.tests.js

@@ -117,7 +117,7 @@ export default QUnit.module( 'Core', () => {
 			instance.setX( 0, 123 );
 			instance.setX( 0, 123 );
 			instance.setX( 1, 321 );
 			instance.setX( 1, 321 );
 
 
-			// the offset was defined as 1, so go one step futher in the array
+			// the offset was defined as 1, so go one step further in the array
 			assert.ok( instance.data.array[ 1 ] === 123 &&
 			assert.ok( instance.data.array[ 1 ] === 123 &&
 				instance.data.array[ 4 ] === 321, 'x was calculated correct based on index and default offset' );
 				instance.data.array[ 4 ] === 321, 'x was calculated correct based on index and default offset' );
 
 

+ 2 - 2
test/unit/src/core/Object3D.tests.js

@@ -723,7 +723,7 @@ export default QUnit.module( 'Core', () => {
 			parent.add( childName, childNothing );
 			parent.add( childName, childNothing );
 
 
 			assert.strictEqual( parent.getObjectsByProperty( 'name', 'foo' ).length, 3, 'Count the number of children with name "foo"' );
 			assert.strictEqual( parent.getObjectsByProperty( 'name', 'foo' ).length, 3, 'Count the number of children with name "foo"' );
-			assert.strictEqual( parent.getObjectsByProperty( 'name', 'foo' ).some( obj => obj.name !== 'foo' ), false, 'Get all childs by name "foo"' );
+			assert.strictEqual( parent.getObjectsByProperty( 'name', 'foo' ).some( obj => obj.name !== 'foo' ), false, 'Get all children with name "foo"' );
 
 
 		} );
 		} );
 
 
@@ -1323,7 +1323,7 @@ export default QUnit.module( 'Core', () => {
 			assert.strictEqual( a, undefined, 'Undefined pre-clone()' );
 			assert.strictEqual( a, undefined, 'Undefined pre-clone()' );
 
 
 			a = b.clone();
 			a = b.clone();
-			assert.notStrictEqual( a, b, 'Defined but seperate instances post-clone()' );
+			assert.notStrictEqual( a, b, 'Defined but separate instances post-clone()' );
 
 
 			a.uuid = b.uuid;
 			a.uuid = b.uuid;
 			assert.deepEqual( a, b, 'But identical properties' );
 			assert.deepEqual( a, b, 'But identical properties' );

+ 1 - 1
test/unit/src/extras/DataUtils.tests.js

@@ -13,7 +13,7 @@ export default QUnit.module( 'Extras', () => {
 
 
 			assert.ok( DataUtils.toHalfFloat( 0 ) === 0, 'Passed!' );
 			assert.ok( DataUtils.toHalfFloat( 0 ) === 0, 'Passed!' );
 
 
-			// surpress the following console message during testing
+			// suppress the following console message during testing
 			// THREE.DataUtils.toHalfFloat(): Value out of range.
 			// THREE.DataUtils.toHalfFloat(): Value out of range.
 
 
 			console.level = CONSOLE_LEVEL.OFF;
 			console.level = CONSOLE_LEVEL.OFF;

+ 4 - 4
test/unit/src/loaders/ImageBitmapLoader.tests.js

@@ -12,7 +12,7 @@ export default QUnit.module( 'Loaders', () => {
 		// INHERITANCE
 		// INHERITANCE
 		QUnit.test( 'Extending', ( assert ) => {
 		QUnit.test( 'Extending', ( assert ) => {
 
 
-			// surpress the following console message when testing
+			// suppress the following console message when testing
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 
 
 			console.level = CONSOLE_LEVEL.OFF;
 			console.level = CONSOLE_LEVEL.OFF;
@@ -29,7 +29,7 @@ export default QUnit.module( 'Loaders', () => {
 		// INSTANCING
 		// INSTANCING
 		QUnit.test( 'Instancing', ( assert ) => {
 		QUnit.test( 'Instancing', ( assert ) => {
 
 
-			// surpress the following console message when testing
+			// suppress the following console message when testing
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 
 
 			console.level = CONSOLE_LEVEL.OFF;
 			console.level = CONSOLE_LEVEL.OFF;
@@ -43,7 +43,7 @@ export default QUnit.module( 'Loaders', () => {
 		// PROPERTIES
 		// PROPERTIES
 		QUnit.test( 'options', ( assert ) => {
 		QUnit.test( 'options', ( assert ) => {
 
 
-			// surpress the following console message when testing in node
+			// suppress the following console message when testing in node
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 
 
 			console.level = CONSOLE_LEVEL.OFF;
 			console.level = CONSOLE_LEVEL.OFF;
@@ -58,7 +58,7 @@ export default QUnit.module( 'Loaders', () => {
 		// PUBLIC
 		// PUBLIC
 		QUnit.test( 'isImageBitmapLoader', ( assert ) => {
 		QUnit.test( 'isImageBitmapLoader', ( assert ) => {
 
 
-			// surpress the following console message when testing in node
+			// suppress the following console message when testing in node
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 			// THREE.ImageBitmapLoader: createImageBitmap() not supported.
 
 
 			console.level = CONSOLE_LEVEL.OFF;
 			console.level = CONSOLE_LEVEL.OFF;

+ 1 - 1
test/unit/src/math/Box3.tests.js

@@ -367,7 +367,7 @@ export default QUnit.module( 'Maths', () => {
 			assert.ok( a.max.equals( new Vector3( 1, 1, 1 ) ), 'Smaller box: correct new maximum' );
 			assert.ok( a.max.equals( new Vector3( 1, 1, 1 ) ), 'Smaller box: correct new maximum' );
 
 
 			//
 			//
-			assert.ok( new Box3().expandByObject( new Mesh() ).isEmpty() === true, 'The AABB of a mesh with inital geometry is empty.' );
+			assert.ok( new Box3().expandByObject( new Mesh() ).isEmpty() === true, 'The AABB of a mesh with initial geometry is empty.' );
 
 
 		} );
 		} );
 
 

+ 7 - 7
test/unit/src/math/MathUtils.tests.js

@@ -29,11 +29,11 @@ export default QUnit.module( 'Maths', () => {
 		QUnit.test( 'euclideanModulo', ( assert ) => {
 		QUnit.test( 'euclideanModulo', ( assert ) => {
 
 
 			assert.ok( isNaN( MathUtils.euclideanModulo( 6, 0 ) ), 'Division by zero returns NaN' );
 			assert.ok( isNaN( MathUtils.euclideanModulo( 6, 0 ) ), 'Division by zero returns NaN' );
-			assert.strictEqual( MathUtils.euclideanModulo( 6, 1 ), 0, 'Divison by trivial divisor' );
-			assert.strictEqual( MathUtils.euclideanModulo( 6, 2 ), 0, 'Divison by non-trivial divisor' );
-			assert.strictEqual( MathUtils.euclideanModulo( 6, 5 ), 1, 'Divison by itself - 1' );
-			assert.strictEqual( MathUtils.euclideanModulo( 6, 6 ), 0, 'Divison by itself' );
-			assert.strictEqual( MathUtils.euclideanModulo( 6, 7 ), 6, 'Divison by itself + 1' );
+			assert.strictEqual( MathUtils.euclideanModulo( 6, 1 ), 0, 'Division by trivial divisor' );
+			assert.strictEqual( MathUtils.euclideanModulo( 6, 2 ), 0, 'Division by non-trivial divisor' );
+			assert.strictEqual( MathUtils.euclideanModulo( 6, 5 ), 1, 'Division by itself - 1' );
+			assert.strictEqual( MathUtils.euclideanModulo( 6, 6 ), 0, 'Division by itself' );
+			assert.strictEqual( MathUtils.euclideanModulo( 6, 7 ), 6, 'Division by itself + 1' );
 
 
 		} );
 		} );
 
 
@@ -85,7 +85,7 @@ export default QUnit.module( 'Maths', () => {
 			assert.strictEqual( MathUtils.smoothstep( 1, 0, 2 ), 0.5, 'Value within limits' );
 			assert.strictEqual( MathUtils.smoothstep( 1, 0, 2 ), 0.5, 'Value within limits' );
 			assert.strictEqual( MathUtils.smoothstep( 1.5, 0, 2 ), 0.84375, 'Value within limits' );
 			assert.strictEqual( MathUtils.smoothstep( 1.5, 0, 2 ), 0.84375, 'Value within limits' );
 			assert.strictEqual( MathUtils.smoothstep( 2, 0, 2 ), 1, 'Value equal to maximum' );
 			assert.strictEqual( MathUtils.smoothstep( 2, 0, 2 ), 1, 'Value equal to maximum' );
-			assert.strictEqual( MathUtils.smoothstep( 3, 0, 2 ), 1, 'Value highter than maximum' );
+			assert.strictEqual( MathUtils.smoothstep( 3, 0, 2 ), 1, 'Value higher than maximum' );
 
 
 		} );
 		} );
 
 
@@ -97,7 +97,7 @@ export default QUnit.module( 'Maths', () => {
 			assert.strictEqual( MathUtils.smootherstep( 1, 0, 2 ), 0.5, 'Value within limits' );
 			assert.strictEqual( MathUtils.smootherstep( 1, 0, 2 ), 0.5, 'Value within limits' );
 			assert.strictEqual( MathUtils.smootherstep( 1.5, 0, 2 ), 0.896484375, 'Value within limits' );
 			assert.strictEqual( MathUtils.smootherstep( 1.5, 0, 2 ), 0.896484375, 'Value within limits' );
 			assert.strictEqual( MathUtils.smootherstep( 2, 0, 2 ), 1, 'Value equal to maximum' );
 			assert.strictEqual( MathUtils.smootherstep( 2, 0, 2 ), 1, 'Value equal to maximum' );
-			assert.strictEqual( MathUtils.smootherstep( 3, 0, 2 ), 1, 'Value highter than maximum' );
+			assert.strictEqual( MathUtils.smootherstep( 3, 0, 2 ), 1, 'Value higher than maximum' );
 
 
 		} );
 		} );
 
 

+ 5 - 5
test/unit/src/math/Ray.tests.js

@@ -302,17 +302,17 @@ export default QUnit.module( 'Maths', () => {
 			a.intersectPlane( c, point.copy( posInf3 ) );
 			a.intersectPlane( c, point.copy( posInf3 ) );
 			assert.ok( point.equals( posInf3 ), 'Passed!' );
 			assert.ok( point.equals( posInf3 ), 'Passed!' );
 
 
-			// parallel plane infront
+			// parallel plane in front
 			const d = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), new Vector3( 1, 1, 1 ) );
 			const d = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), new Vector3( 1, 1, 1 ) );
 			a.intersectPlane( d, point.copy( posInf3 ) );
 			a.intersectPlane( d, point.copy( posInf3 ) );
 			assert.ok( point.equals( a.origin ), 'Passed!' );
 			assert.ok( point.equals( a.origin ), 'Passed!' );
 
 
-			// perpendical ray that overlaps exactly
+			// perpendicular ray that overlaps exactly
 			const e = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), one3 );
 			const e = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), one3 );
 			a.intersectPlane( e, point.copy( posInf3 ) );
 			a.intersectPlane( e, point.copy( posInf3 ) );
 			assert.ok( point.equals( a.origin ), 'Passed!' );
 			assert.ok( point.equals( a.origin ), 'Passed!' );
 
 
-			// perpendical ray that doesn't overlap
+			// perpendicular ray that doesn't overlap
 			const f = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), zero3 );
 			const f = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), zero3 );
 			a.intersectPlane( f, point.copy( posInf3 ) );
 			a.intersectPlane( f, point.copy( posInf3 ) );
 			assert.ok( point.equals( posInf3 ), 'Passed!' );
 			assert.ok( point.equals( posInf3 ), 'Passed!' );
@@ -335,11 +335,11 @@ export default QUnit.module( 'Maths', () => {
 			const d = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), one3.clone().sub( new Vector3( 0, 0, 1 ) ) );
 			const d = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), one3.clone().sub( new Vector3( 0, 0, 1 ) ) );
 			assert.ok( ! a.intersectsPlane( d ), 'Passed!' );
 			assert.ok( ! a.intersectsPlane( d ), 'Passed!' );
 
 
-			// perpendical ray that overlaps exactly
+			// perpendicular ray that overlaps exactly
 			const e = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), one3 );
 			const e = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), one3 );
 			assert.ok( a.intersectsPlane( e ), 'Passed!' );
 			assert.ok( a.intersectsPlane( e ), 'Passed!' );
 
 
-			// perpendical ray that doesn't overlap
+			// perpendicular ray that doesn't overlap
 			const f = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), zero3 );
 			const f = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), zero3 );
 			assert.ok( ! a.intersectsPlane( f ), 'Passed!' );
 			assert.ok( ! a.intersectsPlane( f ), 'Passed!' );
 
 

+ 6 - 6
test/unit/src/objects/Mesh.tests.js

@@ -120,12 +120,12 @@ export default QUnit.module( 'Objects', () => {
 
 
 			const intersection = intersections[ 0 ];
 			const intersection = intersections[ 0 ];
 
 
-			assert.equal( intersection.object, mesh, 'intersction object' );
-			assert.equal( intersection.distance, 1, 'intersction distance' );
-			assert.equal( intersection.faceIndex, 1, 'intersction face index' );
-			assert.deepEqual( intersection.face, { a: 0, b: 2, c: 1 }, 'intersction vertex indices' );
-			assert.deepEqual( intersection.point, new Vector3( 0.25, 0.25, 0 ), 'intersction point' );
-			assert.deepEqual( intersection.uv, new Vector2( 0.75, 0.75 ), 'intersction uv' );
+			assert.equal( intersection.object, mesh, 'intersection object' );
+			assert.equal( intersection.distance, 1, 'intersection distance' );
+			assert.equal( intersection.faceIndex, 1, 'intersection face index' );
+			assert.deepEqual( intersection.face, { a: 0, b: 2, c: 1 }, 'intersection vertex indices' );
+			assert.deepEqual( intersection.point, new Vector3( 0.25, 0.25, 0 ), 'intersection point' );
+			assert.deepEqual( intersection.uv, new Vector2( 0.75, 0.75 ), 'intersection uv' );
 
 
 		} );
 		} );
 
 

+ 4 - 4
test/unit/src/renderers/webgl/WebGLExtensions.tests.js

@@ -49,7 +49,7 @@ export default QUnit.module( 'Renderers', () => {
 
 
 			} );
 			} );
 
 
-			QUnit.test( 'has (with aliasses)', ( assert ) => {
+			QUnit.test( 'has (with aliases)', ( assert ) => {
 
 
 				const gl = new WebglContextMock( [ 'WEBKIT_WEBGL_depth_texture' ] );
 				const gl = new WebglContextMock( [ 'WEBKIT_WEBGL_depth_texture' ] );
 				const extensions = new WebGLExtensions( gl );
 				const extensions = new WebGLExtensions( gl );
@@ -68,7 +68,7 @@ export default QUnit.module( 'Renderers', () => {
 				assert.ok( extensions.get( 'Extension2' ) );
 				assert.ok( extensions.get( 'Extension2' ) );
 				assert.ok( extensions.get( 'Extension1' ) );
 				assert.ok( extensions.get( 'Extension1' ) );
 
 
-				// surpress the following console message when testing
+				// suppress the following console message when testing
 				// THREE.WebGLRenderer: NonExistingExtension extension not supported.
 				// THREE.WebGLRenderer: NonExistingExtension extension not supported.
 
 
 				console.level = CONSOLE_LEVEL.OFF;
 				console.level = CONSOLE_LEVEL.OFF;
@@ -77,14 +77,14 @@ export default QUnit.module( 'Renderers', () => {
 
 
 			} );
 			} );
 
 
-			QUnit.test( 'get (with aliasses)', ( assert ) => {
+			QUnit.test( 'get (with aliases)', ( assert ) => {
 
 
 				const gl = new WebglContextMock( [ 'WEBKIT_WEBGL_depth_texture' ] );
 				const gl = new WebglContextMock( [ 'WEBKIT_WEBGL_depth_texture' ] );
 				const extensions = new WebGLExtensions( gl );
 				const extensions = new WebGLExtensions( gl );
 				assert.ok( extensions.get( 'WEBGL_depth_texture' ) );
 				assert.ok( extensions.get( 'WEBGL_depth_texture' ) );
 				assert.ok( extensions.get( 'WEBKIT_WEBGL_depth_texture' ) );
 				assert.ok( extensions.get( 'WEBKIT_WEBGL_depth_texture' ) );
 
 
-				// surpress the following console message when testing
+				// suppress the following console message when testing
 				// THREE.WebGLRenderer: EXT_texture_filter_anisotropic extension not supported.
 				// THREE.WebGLRenderer: EXT_texture_filter_anisotropic extension not supported.
 				// THREE.WebGLRenderer: NonExistingExtension extension not supported.
 				// THREE.WebGLRenderer: NonExistingExtension extension not supported.
 
 

+ 2 - 2
test/unit/src/utils.tests.js

@@ -6,7 +6,7 @@ QUnit.module( 'utils', () => {
 
 
 	QUnit.test( 'arrayMin', ( assert ) => {
 	QUnit.test( 'arrayMin', ( assert ) => {
 
 
-		assert.equal( arrayMin( [] ), Infinity, 'Empty array return positive infinit' );
+		assert.equal( arrayMin( [] ), Infinity, 'Empty array return positive infinity' );
 		assert.equal( arrayMin( [ 5 ] ), 5, 'Single valued array should return the unique value as minimum' );
 		assert.equal( arrayMin( [ 5 ] ), 5, 'Single valued array should return the unique value as minimum' );
 		assert.equal( arrayMin( [ 1, 5, 10 ] ), 1, 'The array [ 1, 5, 10 ] return 1' );
 		assert.equal( arrayMin( [ 1, 5, 10 ] ), 1, 'The array [ 1, 5, 10 ] return 1' );
 		assert.equal( arrayMin( [ 5, 1, 10 ] ), 1, 'The array [ 5, 1, 10 ] return 1' );
 		assert.equal( arrayMin( [ 5, 1, 10 ] ), 1, 'The array [ 5, 1, 10 ] return 1' );
@@ -18,7 +18,7 @@ QUnit.module( 'utils', () => {
 
 
 	QUnit.test( 'arrayMax', ( assert ) => {
 	QUnit.test( 'arrayMax', ( assert ) => {
 
 
-		assert.equal( arrayMax( [] ), - Infinity, 'Empty array return negative infinit' );
+		assert.equal( arrayMax( [] ), - Infinity, 'Empty array return negative infinity' );
 		assert.equal( arrayMax( [ 5 ] ), 5, 'Single valued array should return the unique value as maximum' );
 		assert.equal( arrayMax( [ 5 ] ), 5, 'Single valued array should return the unique value as maximum' );
 		assert.equal( arrayMax( [ 10, 5, 1 ] ), 10, 'The array [ 10, 5, 1 ] return 10' );
 		assert.equal( arrayMax( [ 10, 5, 1 ] ), 10, 'The array [ 10, 5, 1 ] return 10' );
 		assert.equal( arrayMax( [ 1, 10, 5 ] ), 10, 'The array [ 1, 10, 5 ] return 10' );
 		assert.equal( arrayMax( [ 1, 10, 5 ] ), 10, 'The array [ 1, 10, 5 ] return 10' );

+ 1 - 1
test/unit/utils/qunit-utils.js

@@ -141,7 +141,7 @@ function checkGeometryJsonWriting( geom, json ) {
 
 
 	}
 	}
 
 
-	// All parameters from json should be transfered to the geometry.
+	// All parameters from json should be transferred to the geometry.
 	// json is flat. Ignore first level json properties that are not parameters.
 	// json is flat. Ignore first level json properties that are not parameters.
 	const notParameters = [ 'metadata', 'uuid', 'type' ];
 	const notParameters = [ 'metadata', 'uuid', 'type' ];
 	keys = Object.keys( json );
 	keys = Object.keys( json );

粤ICP备19079148号