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@@ -176,7 +176,7 @@ cube, prism, frustum.</p>
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<p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p>
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<p>The height of the near and far planes are determined by the field of view.
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The width of both planes is determined by the field of view and the aspect.</p>
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-<p>Anything inside the defined frustum will be be drawn. Anything outside
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+<p>Anything inside the defined frustum will be drawn. Anything outside
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will not.</p>
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<p>The camera defaults to looking down the -Z axis with +Y up. We'll put our cube
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at the origin so we need to move the camera back a little from the origin
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@@ -209,7 +209,7 @@ be specified using standard CSS style 6 digit hex color values.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = new THREE.MeshBasicMaterial({color: 0x44aa88});
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</pre>
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<p>We then create a <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a>. A <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> in three represents the combination
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-of a three things</p>
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+of three things</p>
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<ol>
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<li>A <code class="notranslate" translate="no">Geometry</code> (the shape of the object)</li>
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<li>A <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> (how to draw the object, shiny or flat, what color, what texture(s) to apply. Etc.)</li>
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@@ -461,4 +461,4 @@ import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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-</body></html>
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+</body></html>
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