Gregg Tavares 6 years ago
parent
commit
131bd8e580

+ 6 - 5
threejs/lessons/threejs-webvr-look-to-select.md

@@ -453,11 +453,12 @@ that object and un-hide its partner.
 ```js
 // 0, 0 is the center of the view in normalized coordinates.
 -pickHelper.pick({x: 0, y: 0}, scene, camera, time);
-if (selectedObject) {
-  selectedObject.visible = false;
-  const partnerObject = meshToMeshMap.get(selectedObject);
-  partnerObject.visible = true;
-}
++const selectedObject = pickHelper.pick({x: 0, y: 0}, scene, camera, time);
++if (selectedObject) {
++  selectedObject.visible = false;
++  const partnerObject = meshToMeshMap.get(selectedObject);
++  partnerObject.visible = true;
++}
 ```
 
 And with that we should have a pretty decent *look to select* implementation.

+ 1 - 1
threejs/lessons/threejs-webvr.md

@@ -382,7 +382,7 @@ function main() {
 
 Whether that's good or bad I don't know. I have a feeling the differences
 between what's needed for VR and what's needed for non-VR are often
-very different so for all the most simple things maybe 2 separate pages
+very different so for all but the most simple things maybe 2 separate pages
 are better? You'll have to decide.
 
 Note for various reasons this will not work in the live editor

+ 1 - 1
threejs/threejs-webvr-look-to-select-selector.html

@@ -4,7 +4,7 @@
   <head>
     <meta charset="utf-8">
     <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
-    <title>Three.js - WebVR - Look to Select</title>
+    <title>Three.js - WebVR - Look to Select (selection cursor)</title>
     <style>
     body {
         margin: 0;