Browse Source

Merge pull request #6738 from dubejf/typos

Fix typos
Ricardo Cabello 10 years ago
parent
commit
62820f54cf

+ 1 - 1
src/cameras/PerspectiveCamera.js

@@ -27,7 +27,7 @@ THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
 
 
 /**
 /**
  * Uses Focal Length (in mm) to estimate and set FOV
  * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
+ * 35mm (full-frame) camera is used if frame size is not specified;
  * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  */
  */
 
 

+ 4 - 4
src/core/BufferGeometry.js

@@ -839,7 +839,7 @@ THREE.BufferGeometry.prototype = {
 			for ( var vo = 0; vo < 3; vo ++ ) {
 			for ( var vo = 0; vo < 3; vo ++ ) {
 				var vid = indices[ findex * 3 + vo ];
 				var vid = indices[ findex * 3 + vo ];
 				if ( vertexMap[ vid ] === - 1 ) {
 				if ( vertexMap[ vid ] === - 1 ) {
-					//Unmapped vertice
+					//Unmapped vertex
 					faceVertices[ vo * 2 ] = vid;
 					faceVertices[ vo * 2 ] = vid;
 					faceVertices[ vo * 2 + 1 ] = - 1;
 					faceVertices[ vo * 2 + 1 ] = - 1;
 					newVerticeMaps ++;
 					newVerticeMaps ++;
@@ -849,7 +849,7 @@ THREE.BufferGeometry.prototype = {
 					faceVertices[ vo * 2 + 1 ] = - 1;
 					faceVertices[ vo * 2 + 1 ] = - 1;
 					duplicatedVertices ++;
 					duplicatedVertices ++;
 				} else {
 				} else {
-					//Reused vertice in the current block
+					//Reused vertex in the current block
 					faceVertices[ vo * 2 ] = vid;
 					faceVertices[ vo * 2 ] = vid;
 					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
 					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
 				}
 				}
@@ -884,7 +884,7 @@ THREE.BufferGeometry.prototype = {
 			}
 			}
 		}
 		}
 
 
-		/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
+		/* Move all attribute values to map to the new computed indices , also expand the vertex stack to match our new vertexPtr. */
 		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
 		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
 		this.offsets = offsets; // TODO: Deprecate
 		this.offsets = offsets; // TODO: Deprecate
 		this.drawcalls = offsets;
 		this.drawcalls = offsets;
@@ -965,7 +965,7 @@ THREE.BufferGeometry.prototype = {
 		Reorder attributes based on a new indexBuffer and indexMap.
 		Reorder attributes based on a new indexBuffer and indexMap.
 		indexBuffer - Uint16Array of the new ordered indices.
 		indexBuffer - Uint16Array of the new ordered indices.
 		indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
 		indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
-		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
+		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertex stack).
 	*/
 	*/
 	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
 	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
 
 

+ 2 - 2
src/core/Geometry.js

@@ -773,11 +773,11 @@ THREE.Geometry.prototype = {
 
 
 	mergeVertices: function () {
 	mergeVertices: function () {
 
 
-		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+		var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
 		var unique = [], changes = [];
 		var unique = [], changes = [];
 
 
 		var v, key;
 		var v, key;
-		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+		var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
 		var precision = Math.pow( 10, precisionPoints );
 		var precision = Math.pow( 10, precisionPoints );
 		var i, il, face;
 		var i, il, face;
 		var indices, j, jl;
 		var indices, j, jl;

+ 2 - 2
src/extras/core/Curve.js

@@ -147,7 +147,7 @@ THREE.Curve.prototype.updateArcLengths = function() {
 	this.getLengths();
 	this.getLengths();
 };
 };
 
 
-// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
 
 
 THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
 THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
 
 
@@ -209,7 +209,7 @@ THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
 
 
 	}
 	}
 
 
-	// we could get finer grain at lengths, or use simple interpolatation between two points
+	// we could get finer grain at lengths, or use simple interpolation between two points
 
 
 	var lengthBefore = arcLengths[ i ];
 	var lengthBefore = arcLengths[ i ];
 	var lengthAfter = arcLengths[ i + 1 ];
 	var lengthAfter = arcLengths[ i + 1 ];

+ 2 - 2
src/extras/core/CurvePath.js

@@ -113,7 +113,7 @@ THREE.CurvePath.prototype.getCurveLengths = function() {
 
 
 	}
 	}
 
 
-	// Get length of subsurve
+	// Get length of sub-curve
 	// Push sums into cached array
 	// Push sums into cached array
 
 
 	var lengths = [], sums = 0;
 	var lengths = [], sums = 0;
@@ -206,7 +206,7 @@ THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
 
 
 };
 };
 
 
-// Generate geometry from equidistance sampling along the path
+// Generate geometry from equidistant sampling along the path
 
 
 THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
 THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
 
 

+ 7 - 8
src/extras/core/Path.js

@@ -27,7 +27,7 @@ THREE.PathActions = {
 	LINE_TO: 'lineTo',
 	LINE_TO: 'lineTo',
 	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
 	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
 	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
 	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
-	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
+	CSPLINE_THRU: 'splineThru',				// Catmull-Rom spline
 	ARC: 'arc',								// Circle
 	ARC: 'arc',								// Circle
 	ELLIPSE: 'ellipse'
 	ELLIPSE: 'ellipse'
 };
 };
@@ -208,7 +208,6 @@ THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
 THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
 THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
 
 
 	if (this.useSpacedPoints) {
 	if (this.useSpacedPoints) {
-		console.log('tata');
 		return this.getSpacedPoints( divisions, closedPath );
 		return this.getSpacedPoints( divisions, closedPath );
 	}
 	}
 
 
@@ -543,9 +542,9 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
 					if ( perpEdge < 0 ) 				continue;
 					if ( perpEdge < 0 ) 				continue;
 					inside = ! inside;		// true intersection left of inPt
 					inside = ! inside;		// true intersection left of inPt
 				}
 				}
-			} else {		// parallel or colinear
+			} else {		// parallel or collinear
 				if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
 				if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
-				// egde lies on the same horizontal line as inPt
+				// edge lies on the same horizontal line as inPt
 				if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
 				if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
 					 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
 					 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
 				// continue;
 				// continue;
@@ -626,7 +625,7 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
 
 
 
 
 	if ( newShapes.length > 1 ) {
 	if ( newShapes.length > 1 ) {
-		var ambigious = false;
+		var ambiguous = false;
 		var toChange = [];
 		var toChange = [];
 
 
 		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
 		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
@@ -644,17 +643,17 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
 							hole_unassigned = false;
 							hole_unassigned = false;
 							betterShapeHoles[s2Idx].push( ho );
 							betterShapeHoles[s2Idx].push( ho );
 						} else {
 						} else {
-							ambigious = true;
+							ambiguous = true;
 						}
 						}
 					}
 					}
 				}
 				}
 				if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
 				if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
 			}
 			}
 		}
 		}
-		// console.log("ambigious: ", ambigious);
+		// console.log("ambiguous: ", ambiguous);
 		if ( toChange.length > 0 ) {
 		if ( toChange.length > 0 ) {
 			// console.log("to change: ", toChange);
 			// console.log("to change: ", toChange);
-			if (! ambigious)	newShapeHoles = betterShapeHoles;
+			if (! ambiguous)	newShapeHoles = betterShapeHoles;
 		}
 		}
 	}
 	}
 
 

+ 4 - 4
src/extras/core/Shape.js

@@ -127,7 +127,7 @@ THREE.Shape.Utils = {
 	triangulateShape: function ( contour, holes ) {
 	triangulateShape: function ( contour, holes ) {
 
 
 		function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
 		function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
-			// inOtherPt needs to be colinear to the inSegment
+			// inOtherPt needs to be collinear to the inSegment
 			if ( inSegPt1.x !== inSegPt2.x ) {
 			if ( inSegPt1.x !== inSegPt2.x ) {
 				if ( inSegPt1.x < inSegPt2.x ) {
 				if ( inSegPt1.x < inSegPt2.x ) {
 					return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
 					return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
@@ -189,13 +189,13 @@ THREE.Shape.Utils = {
 				return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
 				return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
 							y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
 							y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
 
 
-			} else {		// parallel or colinear
+			} else {		// parallel or collinear
 				if ( ( perpSeg1 !== 0 ) ||
 				if ( ( perpSeg1 !== 0 ) ||
 					 ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];
 					 ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];
 
 
 				// they are collinear or degenerate
 				// they are collinear or degenerate
-				var seg1Pt = ( (seg1dx === 0) && (seg1dy === 0) );	// segment1 ist just a point?
-				var seg2Pt = ( (seg2dx === 0) && (seg2dy === 0) );	// segment2 ist just a point?
+				var seg1Pt = ( (seg1dx === 0) && (seg1dy === 0) );	// segment1 is just a point?
+				var seg2Pt = ( (seg2dx === 0) && (seg2dy === 0) );	// segment2 is just a point?
 				// both segments are points
 				// both segments are points
 				if ( seg1Pt && seg2Pt ) {
 				if ( seg1Pt && seg2Pt ) {
 					if ( (inSeg1Pt1.x !== inSeg2Pt1.x) ||
 					if ( (inSeg1Pt1.x !== inSeg2Pt1.x) ||

+ 7 - 7
src/extras/geometries/ExtrudeGeometry.js

@@ -6,7 +6,7 @@
  * parameters = {
  * parameters = {
  *
  *
  *  curveSegments: <int>, // number of points on the curves
  *  curveSegments: <int>, // number of points on the curves
- *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  *  amount: <int>, // Depth to extrude the shape
  *  amount: <int>, // Depth to extrude the shape
  *
  *
  *  bevelEnabled: <bool>, // turn on bevel
  *  bevelEnabled: <bool>, // turn on bevel
@@ -114,7 +114,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
 
 
 	}
 	}
 
 
-	// Variables initalization
+	// Variables initialization 
 
 
 	var ahole, h, hl; // looping of holes
 	var ahole, h, hl; // looping of holes
 	var scope = this;
 	var scope = this;
@@ -187,7 +187,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
 		var EPSILON = 0.0000000001;
 		var EPSILON = 0.0000000001;
 
 
 		// computes for inPt the corresponding point inPt' on a new contour
 		// computes for inPt the corresponding point inPt' on a new contour
-		//   shiftet by 1 unit (length of normalized vector) to the left
+		//   shifted by 1 unit (length of normalized vector) to the left
 		// if we walk along contour clockwise, this new contour is outside the old one
 		// if we walk along contour clockwise, this new contour is outside the old one
 		//
 		//
 		// inPt' is the intersection of the two lines parallel to the two
 		// inPt' is the intersection of the two lines parallel to the two
@@ -203,10 +203,10 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
 
 
 		var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
 		var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
 
 
-		// check for colinear edges
-		var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+		// check for collinear edges
+		var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
 
 
-		if ( Math.abs( colinear0 ) > EPSILON ) {		// not colinear
+		if ( Math.abs( collinear0 ) > EPSILON ) {		// not collinear
 
 
 			// length of vectors for normalizing
 			// length of vectors for normalizing
 
 
@@ -241,7 +241,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
 				shrink_by = Math.sqrt( v_trans_lensq / 2 );
 				shrink_by = Math.sqrt( v_trans_lensq / 2 );
 			}
 			}
 
 
-		} else {		// handle special case of colinear edges
+		} else {		// handle special case of collinear edges
 
 
 			var direction_eq = false;		// assumes: opposite
 			var direction_eq = false;		// assumes: opposite
 			if ( v_prev_x > EPSILON ) {
 			if ( v_prev_x > EPSILON ) {

+ 2 - 2
src/extras/geometries/TubeGeometry.js

@@ -67,7 +67,7 @@ THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed,
 
 
 	}
 	}
 
 
-	// consruct the grid
+	// construct the grid
 
 
 	for ( i = 0; i < numpoints; i ++ ) {
 	for ( i = 0; i < numpoints; i ++ ) {
 
 
@@ -213,7 +213,7 @@ THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
 	*/
 	*/
 
 
 	function initialNormal3() {
 	function initialNormal3() {
-		// select an initial normal vector perpenicular to the first tangent vector,
+		// select an initial normal vector perpendicular to the first tangent vector,
 		// and in the direction of the smallest tangent xyz component
 		// and in the direction of the smallest tangent xyz component
 
 
 		normals[ 0 ] = new THREE.Vector3();
 		normals[ 0 ] = new THREE.Vector3();

+ 1 - 1
src/extras/helpers/EdgesHelper.js

@@ -2,7 +2,7 @@
  * @author WestLangley / http://github.com/WestLangley
  * @author WestLangley / http://github.com/WestLangley
  * @param object THREE.Mesh whose geometry will be used
  * @param object THREE.Mesh whose geometry will be used
  * @param hex line color
  * @param hex line color
- * @param thresholdAngle the minimim angle (in degrees),
+ * @param thresholdAngle the minimum angle (in degrees),
  * between the face normals of adjacent faces,
  * between the face normals of adjacent faces,
  * that is required to render an edge. A value of 10 means
  * that is required to render an edge. A value of 10 means
  * an edge is only rendered if the angle is at least 10 degrees.
  * an edge is only rendered if the angle is at least 10 degrees.

+ 1 - 1
src/loaders/JSONLoader.js

@@ -16,7 +16,7 @@ THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
 
 
 THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
 THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
 
 
-	// todo: unify load API to for easier SceneLoader use
+	// TODO: unify load API to for easier SceneLoader use
 
 
 	texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
 	texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
 
 

+ 1 - 1
src/loaders/ObjectLoader.js

@@ -352,7 +352,7 @@ THREE.ObjectLoader.prototype = {
 
 
 				if ( data.image === undefined ) {
 				if ( data.image === undefined ) {
 
 
-					console.warn( 'THREE.ObjectLoader: No "image" speficied for', data.uuid );
+					console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
 
 
 				}
 				}
 
 

+ 1 - 1
src/materials/Material.js

@@ -93,7 +93,7 @@ THREE.Material.prototype = {
 
 
 				} else if ( key === 'overdraw' ) {
 				} else if ( key === 'overdraw' ) {
 
 
-					// ensure overdraw is backwards-compatable with legacy boolean type
+					// ensure overdraw is backwards-compatible with legacy boolean type
 					this[ key ] = Number( newValue );
 					this[ key ] = Number( newValue );
 
 
 				} else {
 				} else {

+ 1 - 1
src/math/Box3.js

@@ -57,7 +57,7 @@ THREE.Box3.prototype = {
 	setFromObject: function () {
 	setFromObject: function () {
 
 
 		// Computes the world-axis-aligned bounding box of an object (including its children),
 		// Computes the world-axis-aligned bounding box of an object (including its children),
-		// accounting for both the object's, and childrens', world transforms
+		// accounting for both the object's, and children's, world transforms
 
 
 		var v1 = new THREE.Vector3();
 		var v1 = new THREE.Vector3();
 
 

+ 3 - 3
src/math/Triangle.js

@@ -36,7 +36,7 @@ THREE.Triangle.normal = function () {
 
 
 }();
 }();
 
 
-// static/instance method to calculate barycoordinates
+// static/instance method to calculate barycentric coordinates
 // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
 // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
 THREE.Triangle.barycoordFromPoint = function () {
 THREE.Triangle.barycoordFromPoint = function () {
 
 
@@ -60,7 +60,7 @@ THREE.Triangle.barycoordFromPoint = function () {
 
 
 		var result = optionalTarget || new THREE.Vector3();
 		var result = optionalTarget || new THREE.Vector3();
 
 
-		// colinear or singular triangle
+		// collinear or singular triangle
 		if ( denom === 0 ) {
 		if ( denom === 0 ) {
 			// arbitrary location outside of triangle?
 			// arbitrary location outside of triangle?
 			// not sure if this is the best idea, maybe should be returning undefined
 			// not sure if this is the best idea, maybe should be returning undefined
@@ -71,7 +71,7 @@ THREE.Triangle.barycoordFromPoint = function () {
 		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
 		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
 		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
 		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
 
 
-		// barycoordinates must always sum to 1
+		// barycentric coordinates must always sum to 1
 		return result.set( 1 - u - v, v, u );
 		return result.set( 1 - u - v, v, u );
 
 
 	};
 	};

+ 1 - 1
src/objects/LensFlare.js

@@ -42,7 +42,7 @@ THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, co
 		texture: texture, 			// THREE.Texture
 		texture: texture, 			// THREE.Texture
 		size: size, 				// size in pixels (-1 = use texture.width)
 		size: size, 				// size in pixels (-1 = use texture.width)
 		distance: distance, 		// distance (0-1) from light source (0=at light source)
 		distance: distance, 		// distance (0-1) from light source (0=at light source)
-		x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
+		x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is in front z = 1 is back
 		scale: 1, 					// scale
 		scale: 1, 					// scale
 		rotation: 1, 				// rotation
 		rotation: 1, 				// rotation
 		opacity: opacity,			// opacity
 		opacity: opacity,			// opacity

+ 1 - 1
src/objects/SkinnedMesh.js

@@ -148,7 +148,7 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
 
 
 	} else {
 	} else {
 
 
-		console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
+		console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
 
 
 	}
 	}
 
 

+ 1 - 1
src/renderers/webgl/WebGLShadowMap.js

@@ -275,7 +275,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 
 
 				object = webglObject.object;
 				object = webglObject.object;
 
 
-				// culling is overriden globally for all objects
+				// culling is overridden globally for all objects
 				// while rendering depth map
 				// while rendering depth map
 
 
 				// need to deal with MeshFaceMaterial somehow
 				// need to deal with MeshFaceMaterial somehow

+ 1 - 1
src/renderers/webgl/plugins/LensFlarePlugin.js

@@ -302,7 +302,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
 		state.disableUnusedAttributes();
 		state.disableUnusedAttributes();
 
 
 		// loop through all lens flares to update their occlusion and positions
 		// loop through all lens flares to update their occlusion and positions
-		// setup gl and common used attribs/unforms
+		// setup gl and common used attribs/uniforms
 
 
 		gl.uniform1i( uniforms.occlusionMap, 0 );
 		gl.uniform1i( uniforms.occlusionMap, 0 );
 		gl.uniform1i( uniforms.map, 1 );
 		gl.uniform1i( uniforms.map, 1 );