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small grammar and formatting fixes

cg-cnu 7 年之前
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共有 1 个文件被更改,包括 12 次插入12 次删除
  1. 12 12
      docs/api/core/Geometry.html

+ 12 - 12
docs/api/core/Geometry.html

@@ -274,7 +274,7 @@
 		<div>
 		vector - A world vector to look at.<br /><br />
 
-		Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
+		Rotates the geometry to face point in space. This is typically done as a one time operation but not during a loop.<br>
 		Use [page:Object3D.lookAt] for typical real-time mesh usage.
 		</div>
 
@@ -299,31 +299,31 @@
 
 		<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
 		<div>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		Rotate the geometry about the X axis. This is typically done as a one time operation but not during a loop.<br>
+		[page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
 		<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
 		<div>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		Rotate the geometry about the Y axis. This is typically done as a one time operation but not during a loop.<br>
+    	[page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
 		<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
 		<div>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		Rotate the geometry about the Z axis. This is typically done as a one time operation but not during a loop.<br>
+	    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
 		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
 		<div>
-			Sorts the faces array according to material index. For complex geometries with several materials,
-			this can result in reduced draw call and improved performance.
+		Sorts the faces array according to material index. For complex geometries with several materials,
+		this can result in reduced draw calls and improved performance.
 		</div>
 
 		<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop
+		Scale the geometry data. This is typically done as a one time operation but not during a loop.<br>
 		Use [page:Object3D.scale] for typical real-time mesh scaling.
 		</div>
 
@@ -332,8 +332,8 @@
 
 		<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.position] for typical real-time mesh translation.
+		Translate the geometry. This is typically done as a one time operation but not during a loop.<br>
+    	[page:Object3D.position] for typical real-time mesh translation.
 		</div>