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Typos fix
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bergden-resonai committed Jan 29, 2022
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2 changes: 1 addition & 1 deletion docs/api/ar/audio/AudioContext.html
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Expand Up @@ -13,7 +13,7 @@ <h1>[name]</h1>
<p class="desc">
هذا يحتوي على طرق لإعداد [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />

تستخدم داخليا من قبل فئتي [page: AudioListener AudioListener] و [page:AudioLoader AudioLoader].<br /><br />
تستخدم داخليا من قبل فئتي [page:AudioListener AudioListener] و [page:AudioLoader AudioLoader].<br /><br />

يستخدم هذا [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
</p>
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2 changes: 1 addition & 1 deletion docs/api/ar/cameras/Camera.html
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Expand Up @@ -27,7 +27,7 @@ <h3>[name]()</h3>


<h2>الخصائص (Properties)</h2>
<p>راجع الفئة [page: Object3D] الأساسية للممتلكات العامة.</p>
<p>راجع الفئة [page:Object3D] الأساسية للممتلكات العامة.</p>

<h3>[property:Layers layers]</h3>
<p>
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4 changes: 2 additions & 2 deletions docs/api/ar/cameras/CubeCamera.html
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Expand Up @@ -60,15 +60,15 @@ <h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarge
</p>

<h2>الخصائص (Properties)</h2>
<p>راجع فئة [page: Object3D] الأساسية للخصائص العامة.</p>
<p>راجع فئة [page:Object3D] الأساسية للخصائص العامة.</p>

<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
<p>
الهدف الخاص بـ*cube render target*.
</p>

<h2>الوظائف (Methods)</h2>
<p>راجع فئة [page: Object3D] الأساسية للخصائص العامة.</p>
<p>راجع فئة [page:Object3D] الأساسية للخصائص العامة.</p>

<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
<p>
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2 changes: 1 addition & 1 deletion docs/api/en/constants/Materials.html
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Expand Up @@ -123,7 +123,7 @@ <h2>Stencil Operations</h2>
[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
[page:Materials InvertStencilOp] will perform a bitwise inversion of the current stencil value.<br />
</p>

<h2>Source</h2>
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2 changes: 1 addition & 1 deletion docs/api/en/core/EventDispatcher.html
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Expand Up @@ -11,7 +11,7 @@ <h1>[name]</h1>

<p class="desc">
JavaScript events for custom objects.<br />
[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
</p>

<h2>Code Example</h2>
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2 changes: 1 addition & 1 deletion docs/api/en/extras/Earcut.html
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Expand Up @@ -21,7 +21,7 @@ <h3>[method:Array triangulate]( data, holeIndices, dim )</h3>
holeIndices -- An array of hole indices if any.<br />
dim -- The number of coordinates per vertex in the input array.<br /><br />

Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices.
Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices.
</p>

<h2>Source</h2>
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/CatmullRomCurve3.html
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Expand Up @@ -29,7 +29,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/CubicBezierCurve.html
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Expand Up @@ -30,7 +30,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/CubicBezierCurve3.html
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Expand Up @@ -30,7 +30,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/EllipseCurve.html
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Expand Up @@ -30,7 +30,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const ellipse = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/QuadraticBezierCurve.html
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Expand Up @@ -29,7 +29,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/QuadraticBezierCurve3.html
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Expand Up @@ -29,7 +29,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/extras/curves/SplineCurve.html
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Expand Up @@ -31,7 +31,7 @@ <h2>Code Example</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const splineObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/en/geometries/CircleGeometry.html
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Expand Up @@ -13,7 +13,7 @@ <h1>[name]</h1>

<p class="desc">
[name] is a simple shape of Euclidean geometry.
It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
It is constructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
It is built counter-clockwise from a start angle and a given central angle.
It can also be used to create regular polygons, where the number of segments determines the number of sides.
</p>
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2 changes: 1 addition & 1 deletion docs/api/en/loaders/FileLoader.html
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Expand Up @@ -12,7 +12,7 @@
<h1>[name]</h1>

<p class="desc">
A low level class for loading resources with Fetch, used internaly by most loaders.
A low level class for loading resources with Fetch, used internally by most loaders.
It can also be used directly to load any file type that does not have a loader.
</p>

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2 changes: 1 addition & 1 deletion docs/api/en/loaders/ObjectLoader.html
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Expand Up @@ -90,7 +90,7 @@ <h3>[method:Object3D parse]( [param:Object json], [param:Function onLoad] )</h3
[page:Object json] — required. The JSON source to parse.<br /><br />
[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />

Parse a <em>JSON</em> structure and return a threejs object.
Parse a <em>JSON</em> structure and return a three.js object.
This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
</p>

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2 changes: 1 addition & 1 deletion docs/api/en/materials/MeshPhongMaterial.html
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Expand Up @@ -131,7 +131,7 @@ <h3>[property:Color emissive]</h3>

<h3>[property:Texture emissiveMap]</h3>
<p>
Set emisssive (glow) map. Default is null. The emissive map color is modulated by
Set emissive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
</p>
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2 changes: 1 addition & 1 deletion docs/api/en/materials/MeshPhysicalMaterial.html
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Expand Up @@ -177,7 +177,7 @@ <h3>[property:Color specularColor]</h3>

<h3>[property:Texture specularColorMap]</h3>
<p>
The RGB channels of this teture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is *null*.
The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is *null*.
</p>

<h3>[property:Float transmission]</h3>
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2 changes: 1 addition & 1 deletion docs/api/en/materials/MeshStandardMaterial.html
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Expand Up @@ -156,7 +156,7 @@ <h3>[property:Color emissive]</h3>

<h3>[property:Texture emissiveMap]</h3>
<p>
Set emisssive (glow) map. Default is null. The emissive map color is modulated by
Set emissive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
</p>
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2 changes: 1 addition & 1 deletion docs/api/en/materials/MeshToonMaterial.html
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Expand Up @@ -112,7 +112,7 @@ <h3>[property:Color emissive]</h3>

<h3>[property:Texture emissiveMap]</h3>
<p>
Set emisssive (glow) map. Default is null. The emissive map color is modulated by
Set emissive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
</p>
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2 changes: 1 addition & 1 deletion docs/api/en/materials/SpriteMaterial.html
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Expand Up @@ -60,7 +60,7 @@ <h3>[property:Texture alphaMap]</h3>
</p>

<h3>[property:Color color]</h3>
<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>
<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is multiplied by the color.</p>

<h3>[property:Texture map]</h3>
<p>The texture map. Default is null.</p>
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2 changes: 1 addition & 1 deletion docs/api/en/math/Line3.html
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Expand Up @@ -68,7 +68,7 @@ <h3>[method:Float closestPointToPointParameter]( [param:Vector3 point], [param:B
[page:Vector3 point] - the point for which to return a point parameter. <br />
[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />

Returns a point parameter based on the closest point as projected on the line segement.
Returns a point parameter based on the closest point as projected on the line segment.
If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
</p>

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2 changes: 1 addition & 1 deletion docs/api/en/math/Quaternion.html
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Expand Up @@ -225,7 +225,7 @@ <h3>[method:undefined slerpFlat]( [param:Array dst], [param:Integer dstOffset],
[page:Integer dstOffset] - An offset into the output array.<br />
[page:Array src0] - The source array of the starting quaternion.<br />
[page:Integer srcOffset0] - An offset into the array *src0*.<br />
[page:Array src1] - The source array of the target quatnerion.<br />
[page:Array src1] - The source array of the target quaternion.<br />
[page:Integer srcOffset1] - An offset into the array *src1*.<br />
[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
</p>
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2 changes: 1 addition & 1 deletion docs/api/en/math/Vector3.html
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Expand Up @@ -412,7 +412,7 @@ <h3>[method:this sub]( [param:Vector3 v] )</h3>
<p>Subtracts [page:Vector3 v] from this vector.</p>

<h3>[method:this subScalar]( [param:Float s] )</h3>
<p>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</p>
<p>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y] and [page:.z z] components.</p>

<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>
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6 changes: 3 additions & 3 deletions docs/api/en/math/Vector4.html
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Expand Up @@ -261,9 +261,9 @@ <h3>[method:this roundToZero]()</h3>
<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>

<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
<p>
[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
[page:Quaternion q] - a normalized [page:Quaternion]<br /><br />

Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
quaternion's axis and [page:.w w] to the angle.
Expand Down Expand Up @@ -315,7 +315,7 @@ <h3>[method:this sub]( [param:Vector4 v] )</h3>
<p>Subtracts [page:Vector4 v] from this vector.</p>

<h3>[method:this subScalar]( [param:Float s] )</h3>
<p>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</p>
<p>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components.</p>

<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
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2 changes: 1 addition & 1 deletion docs/api/en/renderers/WebGLCubeRenderTarget.html
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Expand Up @@ -39,7 +39,7 @@ <h3>[name]([param:Number size], [param:Object options])</h3>
[page:Boolean generateMipmaps] - default is *false*.<br />
[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
[page:Number anisotropy] - default is *1*. See [page:Texture.anistropy]<br />
[page:Number anisotropy] - default is *1*. See [page:Texture.anisotropy]<br />
[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
[page:Boolean depthBuffer] - default is *true*.<br />
[page:Boolean stencilBuffer] - default is *false*.<br /><br />
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4 changes: 2 additions & 2 deletions docs/api/en/renderers/WebGLRenderer.html
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Expand Up @@ -132,7 +132,7 @@ <h3>[property:Object capabilities]</h3>
- [page:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
The maximum number of uniforms that can be used in a vertex shader.<br />
- [page:String precision]: The shader precision currently being used by the renderer.<br />
- [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
- [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertex textures can be used).<br />
</p>

<h3>[property:Array clippingPlanes]</h3>
Expand Down Expand Up @@ -423,7 +423,7 @@ <h3>[method:undefined setClearColor]( [param:Color color], [param:Float alpha] )
<p>Sets the clear color and opacity.</p>

<h3>[method:undefined setPixelRatio]( [param:number value] )</h3>
<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output canvas.</p>

<h3>[method:undefined setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
<p>
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2 changes: 1 addition & 1 deletion docs/api/en/renderers/webgl/WebGLProgram.html
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Expand Up @@ -141,7 +141,7 @@ <h3>[property:WebGLShader vertexShader]</h3>
<p>The vertex shader.</p>

<h3>[property:WebGLShader fragmentShader]</h3>
<p>The frament shader.</p>
<p>The fragment shader.</p>

<h2>Methods</h2>

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2 changes: 1 addition & 1 deletion docs/api/ko/animation/AnimationAction.html
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Expand Up @@ -208,7 +208,7 @@ <h3>[method:Boolean isRunning]()</h3>
[page:.timeScale timeScale] 는 0이 아니여야 하고, ([page:.startAt start] 지연되지 않아야 합니다. <br /><br />

참고: *isRunning* 이 true 이여도 애니메이션이 실제 동작한다는 것을 의미하지는 않습니다.
[page : .weight weight] 가 0이 아닌 값으로 추가로 설정된 경우에만 해당됩니다.
[page:.weight weight] 가 0이 아닌 값으로 추가로 설정된 경우에만 해당됩니다.

</p>

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2 changes: 1 addition & 1 deletion docs/api/ko/cameras/ArrayCamera.html
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Expand Up @@ -13,7 +13,7 @@ <h1>[name]</h1>

<p class="desc">
[name]은 미리 설정해놓은 카메라로 장면을 효율적으로 렌더릴할 때 사용될 수 있습니다. VR 장면을 렌더링할 때 중요한 퍼포먼스적 측면이기도 합니다.<br />
[name] 인스턴스는 항상 하위 카메라들의 배열을 가지고 있습니다.
[name] 인스턴스는 항상 하위 카메라들의 배열을 가지고 있습니다.
각 하위 카메라에는 이 카메라로 렌더링되는 뷰포트 부분을 결정하는 *뷰포트* 속성을 반드시 정의해야 합니다.
</p>

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2 changes: 1 addition & 1 deletion docs/api/ko/core/EventDispatcher.html
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Expand Up @@ -11,7 +11,7 @@ <h1>[name]</h1>

<p class="desc">
커스텀 객체를 위한 자바스크립트 이벤트입니다.<br />
[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
</p>

<h2>코드 예제</h2>
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/CatmullRomCurve3.html
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Expand Up @@ -28,7 +28,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/CubicBezierCurve.html
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Expand Up @@ -29,7 +29,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/CubicBezierCurve3.html
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Expand Up @@ -29,7 +29,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/EllipseCurve.html
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Expand Up @@ -30,7 +30,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const ellipse = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/QuadraticBezierCurve.html
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Expand Up @@ -28,7 +28,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/QuadraticBezierCurve3.html
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Expand Up @@ -28,7 +28,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const curveObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/ko/extras/curves/SplineCurve.html
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Expand Up @@ -30,7 +30,7 @@ <h2>코드 예제</h2>
const points = curve.getPoints( 50 );
const geometry = new THREE.BufferGeometry().setFromPoints( points );

const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );

// Create the final object to add to the scene
const splineObject = new THREE.Line( geometry, material );
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2 changes: 1 addition & 1 deletion docs/api/zh/constants/Materials.html
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Expand Up @@ -122,7 +122,7 @@ <h2>Stencil Operations</h2>
[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
[page:Materials InvertStencilOp] will perform a bitwise inversion of the current stencil value.<br />
</p>

<h2>源代码</h2>
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2 changes: 1 addition & 1 deletion docs/api/zh/core/EventDispatcher.html
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Expand Up @@ -11,7 +11,7 @@ <h1>[name]</h1>

<p class="desc">
自定义对象的 JavaScript 事件。<br />
[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
</p>

<h2>代码示例</h2>
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