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fix typos (#32017)

Co-authored-by: Samuel Rigaud <rigaud@gmail.com>
Samuel Rigaud 4 months ago
parent
commit
cee5c449bb

+ 2 - 2
examples/jsm/gpgpu/BitonicSort.js

@@ -136,7 +136,7 @@ export class BitonicSort {
 		}
 
 		/**
-		 * A node representing a storage buffer used for transfering the result of the global sort back to the original data buffer.
+		 * A node representing a storage buffer used for transferring the result of the global sort back to the original data buffer.
 		 *
 		 * @type {StorageBufferNode}
 		*/
@@ -668,7 +668,7 @@ export class BitonicSort {
 
 		if ( this.currentDispatch === this.stepCount ) {
 
-			// If our last swap addressed only addressed the temp buffer, then re-allign it with the data buffer
+			// If our last swap addressed only addressed the temp buffer, then re-align it with the data buffer
 			// to fulfill the requirement of an in-place sort.
 			if ( this.readBufferName === 'Temp' ) {
 

+ 4 - 4
examples/jsm/tsl/display/SSGINode.js

@@ -20,7 +20,7 @@ let _rendererState;
  *
  * The quality and performance of the effect mainly depend on `sliceCount` and `stepCount`.
  * The total number of samples taken per pixel is `sliceCount` * `stepCount` * `2`. Here are some
- * recommened presets depending on whether temporal filtering is used or not.
+ * recommended presets depending on whether temporal filtering is used or not.
  *
  * With temporal filtering (recommended):
  *
@@ -28,7 +28,7 @@ let _rendererState;
  * - Medium: `sliceCount` of `2`, `stepCount` of `8`.
  * - High: `sliceCount` of `3`, `stepCount` of `16`.
  *
- * Use for a higher slice count if you notice temporal instabilties like flickering. Reduce the sample
+ * Use for a higher slice count if you notice temporal instabilities like flickering. Reduce the sample
  * count then to mitigate the performance lost.
  *
  * Without temporal filtering:
@@ -180,7 +180,7 @@ class SSGINode extends TempNode {
 
 		/**
 		 * Whether to use temporal filtering or not. Setting this property to
-		 * `true` requires the usage of `TRAANode`. This will help to reduce noice
+		 * `true` requires the usage of `TRAANode`. This will help to reduce noise
 		 * although it introduces typical TAA artifacts like ghosting and temporal
 		 * instabilities.
 		 *
@@ -476,7 +476,7 @@ class SSGINode extends TempNode {
 
 			} ).Else( () => {
 
-				stepRadius.assign( max( RADIUS.mul( this._halfProjScale ).div( viewPosition.z.negate() ), float( STEP_COUNT ) ) ); // Port note: viewZ is negative so a negate is requried
+				stepRadius.assign( max( RADIUS.mul( this._halfProjScale ).div( viewPosition.z.negate() ), float( STEP_COUNT ) ) ); // Port note: viewZ is negative so a negate is required
 
 			} );
 

+ 5 - 5
examples/webgpu_postprocessing_ssgi.html

@@ -119,7 +119,7 @@
 
 				const compositePass = vec4( add( scenePassColor.rgb.mul( ao ), ( scenePassDiffuse.rgb.mul( gi ) ) ), scenePassColor.a );
 				compositePass.name = 'Composite';
-			
+
 				// traa
 
 				const traaPass = traa( compositePass, scenePassDepth, scenePassVelocity, camera );
@@ -129,7 +129,7 @@
 
 				// Walls
 				const wallGeometry = new THREE.PlaneGeometry( 1, 1 );
-			
+
 				// Left wall - red
 				const redWallMaterial = new THREE.MeshPhysicalMaterial( { color: '#ff0000' } );
 				const leftWall = new THREE.Mesh( wallGeometry, redWallMaterial );
@@ -150,7 +150,7 @@
 
 				// White walls and boxes
 				const whiteMaterial = new THREE.MeshPhysicalMaterial( { color: '#fff' } );
-			
+
 				// Floor
 				const floor = new THREE.Mesh( wallGeometry, whiteMaterial );
 				floor.scale.set( 20, 20, 1 );
@@ -230,8 +230,8 @@
 				gui.add( giPass.expFactor, 'value', 1, 3 ).name( 'exp factor' );
 				gui.add( giPass.thickness, 'value', 0.01, 10 ).name( 'thickness' );
 				gui.add( giPass.backfaceLighting, 'value', 0, 1 ).name( 'backface lighting' );
-				gui.add( giPass.aoIntensity, 'value', 0, 4 ).name( 'AO intenstiy' );
-				gui.add( giPass.giIntensity, 'value', 0, 100 ).name( 'GI intenstiy' );
+				gui.add( giPass.aoIntensity, 'value', 0, 4 ).name( 'AO intensity' );
+				gui.add( giPass.giIntensity, 'value', 0, 100 ).name( 'GI intensity' );
 				gui.add( giPass.useLinearThickness, 'value' ).name( 'use linear thickness' );
 				gui.add( giPass.useScreenSpaceSampling, 'value' ).name( 'screen-space sampling' );
 				gui.add( giPass, 'useTemporalFiltering' ).name( 'temporal filtering' ).onChange( updatePostprocessing );

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

@@ -126,7 +126,7 @@ class TextureNode extends UniformNode {
 		/**
 		 * By default the `update()` method is not executed. Depending on
 		 * whether a uv transformation matrix and/or flipY is applied, `update()`
-		 * is exeucted per object.
+		 * is executed per object.
 		 *
 		 * @type {string}
 		 * @default 'none'

+ 1 - 1
src/renderers/common/InspectorBase.js

@@ -110,7 +110,7 @@ class InspectorBase {
 	finishCompute( /*uid*/ ) { }
 
 	/**
-	 * Called whean a render operation begins.
+	 * Called when a render operation begins.
 	 *
 	 * @param {string} uid - A unique identifier for the render context.
 	 * @param {Scene} scene - The scene being rendered.

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