浏览代码

Docs: Minor spelling fixes

Michael 5 年之前
父节点
当前提交
4b5f20bd68
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 4 4
      docs/api/en/core/Geometry.html

+ 4 - 4
docs/api/en/core/Geometry.html

@@ -134,8 +134,8 @@
 		</p>
 		<p>
 		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
-		transformation will have no affect. When set to 0.5 it will have 50% affect. When set to 100%, it will
-		have 100% affect. If there is only 1 bone associated with the vertex then you only need to worry about
+		transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
+		have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
 		the first component of the vector, the rest can be ignored and set to 0.
 		</p>
 
@@ -146,9 +146,9 @@
 		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
 		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
 		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
-		<strong>( 0.8, 0.2, 0, 0 )</strong>. In affect this would take the first vertex, and then the bone
+		<strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
 		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
-		and apply it 20% of the way. The next two values have a weight of 0, so they would have no affect.
+		and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
 		</p>
 		<p>
 		In code another example could look like this: