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bergden-resonai committed Jan 29, 2022
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2 changes: 1 addition & 1 deletion docs/api/en/lights/AmbientLightProbe.html
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Expand Up @@ -12,7 +12,7 @@
<h1>[name]</h1>

<p class="desc">
Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data
Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data
of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
</p>

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2 changes: 1 addition & 1 deletion docs/api/zh/renderers/WebGLRenderer.html
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Expand Up @@ -44,7 +44,7 @@ <h3>[name]( [param:Object parameters] )</h3>

[page:String powerPreference] - 提示用户代理怎样的配置更适用于当前WebGL环境。 可能是*"high-performance"*, *"low-power"* 或 *"default"*。默认是*"default"*.
详见[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec]<br />

[page:Boolean failIfMajorPerformanceCaveat] - 检测渲染器是否会因性能过差而创建失败。默认为false。详见 [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.<br />

[page:Boolean depth] - 绘图缓存是否有一个至少6位的深度缓存([link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] )。
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4 changes: 2 additions & 2 deletions docs/examples/en/loaders/3DMLoader.html
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Expand Up @@ -196,7 +196,7 @@ <h3>[method:undefined parse]( [param:ArrayBuffer buffer], [param:Function onLoad

console.log('Loaded rhino3dm.');
const rhino = m; // global

// create Rhino Document and add a point to it
const doc = new rhino.File3dm();
const ptA = [0, 0, 0];
Expand All @@ -209,7 +209,7 @@ <h3>[method:undefined parse]( [param:ArrayBuffer buffer], [param:Function onLoad
loader.parse( buffer, function ( object ) {

scene.add( object );

} );

})
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2 changes: 1 addition & 1 deletion docs/examples/en/loaders/DRACOLoader.html
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Expand Up @@ -30,7 +30,7 @@ <h1>[name]</h1>
It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating multiple
decoder instances.
</p>

<h2>Code Example</h2>

<code>
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12 changes: 6 additions & 6 deletions docs/examples/en/loaders/KTX2Loader.html
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Expand Up @@ -34,17 +34,17 @@ <h2>Code Example</h2>
ktx2Loader.setTranscoderPath( 'examples/js/libs/basis/' );
ktx2Loader.detectSupport( renderer );
ktx2Loader.load( 'diffuse.ktx2', function ( texture ) {

var material = new THREE.MeshStandardMaterial( { map: texture } );

}, function () {

console.log( 'onProgress' );

}, function ( e ) {

console.error( e );

} );
</code>

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6 changes: 3 additions & 3 deletions docs/examples/ko/controls/PointerLockControls.html
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Expand Up @@ -75,7 +75,7 @@ <h2>특성</h2>

<h3>[property:HTMLDOMElement domElement]</h3>
<p>
마우스 / 터치 이벤트를 수신하는 데 사용되는 HTMLDOMElement입니다. 이것은 생성자에 의해 설정되어야 합니다;
마우스 / 터치 이벤트를 수신하는 데 사용되는 HTMLDOMElement입니다. 이것은 생성자에 의해 설정되어야 합니다;
생성자를 통해 설정되지 않을 경우 새 이벤트 리스너에 설정되지 않습니다.
</p>

Expand All @@ -97,11 +97,11 @@ <h3>[property:Float minPolarAngle]</h3>

<h2>메소드</h2>
<p>일반적인 메소드는 [page:EventDispatcher] 클래스를 참조하세요.</p>


<h3>[method:undefined connect] ()</h3>
<p>
컨트롤의 이벤트 리스너를 추가합니다.
컨트롤의 이벤트 리스너를 추가합니다.
</p>

<h3>[method:undefined disconnect] ()</h3>
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2 changes: 1 addition & 1 deletion docs/examples/ko/controls/TrackballControls.html
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Expand Up @@ -159,7 +159,7 @@ <h2>메소드</h2>
<h3>[method:undefined checkDistances] ()</h3>
<p>
컨트롤이 [minDistance, maxDistance] 범위내에 있는지 확인합니다. [page:.update update]() 에 의해 호출됩니다.

</p>

<h3>[method:undefined dispose] ()</h3>
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2 changes: 1 addition & 1 deletion docs/manual/en/introduction/How-to-run-things-locally.html
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Expand Up @@ -47,7 +47,7 @@ <h2>Run a local server</h2>
production servers such as [link:https://www.apache.org/ Apache] or [link:https://nginx.org NGINX], however they should be sufficient for testing your
three.js application.
</p>

<h3>Plugins for popular code editors</h3>
<div>
<p>Some code editors have plugins which will spawn a simple server on demand.</p>
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8 changes: 4 additions & 4 deletions docs/manual/en/introduction/Libraries-and-Plugins.html
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Expand Up @@ -25,7 +25,7 @@ <h3>Physics</h3>
</ul>

<h3>Postprocessing</h3>

<p>
In addition to the [link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm/postprocessing official three.js postprocessing effects],
support for some additional effects and frameworks are available through external libraries.
Expand All @@ -36,7 +36,7 @@ <h3>Postprocessing</h3>
</ul>

<h3>Intersection and Raycast Performance</h3>

<ul>
<li>[link:https://github.com/gkjohnson/three-mesh-bvh three-mesh-bvh]</li>
</ul>
Expand Down Expand Up @@ -73,7 +73,7 @@ <h3>Particle Systems</h3>
<ul>
<li>[link:https://github.com/creativelifeform/three-nebula three-nebula]</li>
</ul>

<h3>Inverse Kinematics</h3>

<ul>
Expand All @@ -89,7 +89,7 @@ <h3>Game AI</h3>
</ul>

<h3>Wrappers and Frameworks</h3>

<ul>
<li>[link:https://aframe.io/ A-Frame]</li>
<li>[link:https://github.com/pmndrs/react-three-fiber react-three-fiber]</li>
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2 changes: 1 addition & 1 deletion docs/manual/ja/introduction/Animation-system.html
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Expand Up @@ -27,7 +27,7 @@ <h3>Animation Clips</h3>
アニメーション付きの3Dオブジェクトをインポートすることに成功した場合(そのオブジェクトが骨格なのか、モーフターゲットなのか、はたまた両方なのかには関係なく)、レスポンスフィールドのうちの一つは"animations"という配列で、そのモデルの[page:AnimationClip AnimationClips]を含んでいるはずです(下記の利用可能なローダーを参照)。
アニメーション付きの3Dオブジェクトをインポートすることに成功する状況というのは、例えばBlenderから[link:https://github.com/KhronosGroup/glTF-Blender-IO glTF Blender exporter]でオブジェクトをエクスポートして、そのオブジェクトを[page:GLTFLoader]を使って、three.jsに読みこむ、といったことが挙げられます。<br /><br />


*AnimationClip*は普通、オブジェクトの特定の動作のデータを持っています。
例えば、メッシュの場合、1つめのAnimationClipはウォークサイクルのためのもの、2つ目のAnimationClipはジャンプ用の、3つ目はサイドステップ用という風に動作のデータをAnimationClipに持たせています。

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