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Merge pull request #12161 from cg-cnu/doc-create-scene

improved doc for FOV; simple grammar fixes
Mr.doob 7 yıl önce
ebeveyn
işleme
645a766b84

+ 7 - 3
docs/manual/introduction/Creating-a-scene.html

@@ -40,7 +40,7 @@
 
 
 		<h2>Creating the scene</h2>
 		<h2>Creating the scene</h2>
 
 
-		<div>To actually be able to display anything with three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.</div>
+		<div>To actually be able to display anything with three.js, we need three things: scene, camera and renderer, so that we can render the scene with camera.</div>
 
 
 		<code>
 		<code>
 		var scene = new THREE.Scene();
 		var scene = new THREE.Scene();
@@ -51,7 +51,11 @@
 		document.body.appendChild( renderer.domElement );
 		document.body.appendChild( renderer.domElement );
 		</code>
 		</code>
 
 
-		<div>Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in three.js. For now, let's use a PerspectiveCamera. The first attribute is the <strong>field of view</strong>.</div>
+		<div>Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer.</div>
+
+		<div>There are a few different cameras in three.js. For now, let's use a <strong>PerspectiveCamera</strong>.</div>
+
+		<div>The first attribute is the <strong>field of view</strong>. FOV is the extent of the scene that is seen on the display at any given moment. The value is in degrees.</div>
 
 
 		<div>The second one is the <strong>aspect ratio</strong>. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.</div>
 		<div>The second one is the <strong>aspect ratio</strong>. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.</div>
 
 
@@ -96,7 +100,7 @@
 		animate();
 		animate();
 		</code>
 		</code>
 
 
-		<div>This will create a loop that causes the renderer to draw the scene 60 times per second. If you're new to writing games in the browser, you might say "why don't we just  create a <strong>setInterval</strong>? The thing is - we could, but <strong>requestAnimationFrame</strong> has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.</div>
+		<div>This will create a loop that causes the renderer to draw the scene 60 times per second. If you're new to writing games in the browser, you might say <em>"why don't we just create a setInterval ?"</em> The thing is - we could, but <strong>requestAnimationFrame</strong> has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.</div>
 
 
 		<h2>Animating the cube</h2>
 		<h2>Animating the cube</h2>