Browse Source

Spelling and grammar fixes.

Yuri Feldman 12 years ago
parent
commit
8cb44d576d

+ 1 - 1
docs/api/cameras/OrthographicCamera.html

@@ -11,7 +11,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Camera with orthographic projection</div>
+		<div class="desc">Camera with orthographic projection.</div>
 
 
 		<h2>Example</h2>

+ 2 - 2
docs/api/core/BufferGeometry.html

@@ -11,7 +11,7 @@
 
 		<div class="desc">
 		This is a superefficent class for geometries because it saves all data in buffers. <br />
-		It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the nessecary buffer calculations.<br />
+		It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the necessary buffer calculations.<br />
 		It is mainly interesting when working with static objects.
 		</div>
 
@@ -93,7 +93,7 @@
 		<h3>.computeBoundingSphere()</h3>
 		<div>
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
-		Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are *null*.
+		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 		
 		<h3>.dispose()</h3>

+ 2 - 2
docs/api/core/EventDispatcher.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">JavaScript events for custom objects</div>
+		<div class="desc">JavaScript events for custom objects.</div>
 
 		<h2>Example</h2>
 
@@ -38,7 +38,7 @@
 
 		<h3>[name]()</h3>
 		<div>
-		Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
+		Creates eventDispatcher object. It needs to be called with '.call' to add its functionality to an object.
 		</div>
 
 

+ 1 - 1
docs/api/core/Geometry.html

@@ -11,7 +11,7 @@
 
 		<div class="desc">
 		Base class for geometries.<br />
-		A geometry holds all data nessecary to describe a 3D model.
+		A geometry holds all data necessary to describe a 3D model.
 		</div>
 
 

+ 1 - 1
docs/api/core/Object3D.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Base class for scene graph objects</div>
+		<div class="desc">Base class for scene graph objects.</div>
 
 
 		<h2>Constructor</h2>

+ 3 - 3
docs/api/extras/core/Curve.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">An extensible curve object which contains methods for interpolation</div>
+		<div class="desc">An extensible curve object which contains methods for interpolation.</div>
 
 
 		<h2>Constructor</h2>
@@ -46,13 +46,13 @@
 		<div>Update the cumlative segment distance cache</div>
 
 		<h3>.getUtoTmapping ( u, distance )</h3>
-		<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance</div>
+		<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant</div>
 
 		<h3>.getTangent ( t )</h3>
 		<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
 
 		<h3>.getTangentAt ( u )</h3>
-		<div>Returns tangent at equidistance point u on the curve</div>
+		<div>Returns tangent at equidistant point u on the curve</div>
 
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/extras/core/Path.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">a 2d path representation, comprising of points, lines, and cubes,  similar to the html5 2d canvas api. It extends CurvePath.</div>
+		<div class="desc">A 2d path representation, comprising of points, lines, and cubes,  similar to the html5 2d canvas api. It extends CurvePath.</div>
 
 
 		<h2>Constructor</h2>

+ 1 - 1
docs/api/math/Quaternion.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Implementation of a <a href="http://en.wikipedia.org/wiki/Quaternion">quaternion</a>. This is used for rotating things without incurring in the dreaded <a href="http://en.wikipedia.org/wiki/Gimbal_lock">gimbal lock</a> issue, amongst other advantages.</div>
+		<div class="desc">Implementation of a <a href="http://en.wikipedia.org/wiki/Quaternion">quaternion</a>. This is used for rotating things without encountering the dreaded <a href="http://en.wikipedia.org/wiki/Gimbal_lock">gimbal lock</a> issue, amongst other advantages.</div>
 
 
 		<h2>Example</h2>

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

@@ -54,9 +54,9 @@
 
 		<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 next two attributes are the <strong>near</strong> and <strong>far</strong> clipping plane. What that means, is that objects further away from the camera than the value of <strong>far</strong> or closer than <strong>near</strong> won't be rendered. You don't have to worry about this now, but you may want to use other values in your games, to get better performance.</div>
+		<div>The next two attributes are the <strong>near</strong> and <strong>far</strong> clipping plane. What that means, is that objects further away from the camera than the value of <strong>far</strong> or closer than <strong>near</strong> won't be rendered. You don't have to worry about this now, but you may want to use other values in your games to get better performance.</div>
 
-		<div>Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, Three.js comes with a few others, often used as fallbacks for users with older browsers or for some reason don't have WebGL support.</div>
+		<div>Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, Three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.</div>
 
 		<div>In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our game - in this case, the width and height of the browser window. For performance intensive games, you can also give <strong>setSize</strong> smaller values, like <strong>window.innerWidth/2</strong> and <strong>window.innerHeight/2</strong>, for half the resolution. This does not mean that the game will only fill half the window, but rather look a bit blurry and scaled up.</div>
 
@@ -106,7 +106,7 @@
 		cube.rotation.y += 0.1;
 		</code>
 
-		<div>This will be run every frame (60 times per second), and give the cube a nice rotation animation. Basically anything you want to move or change while the game / app is running, has to go through the render loop. You can of course call other functions from there, so that you don't end up with a <strong>render</strong> function that's hundreds of lines.
+		<div>This will be run every frame (60 times per second), and give the cube a nice rotation animation. Basically, anything you want to move or change while the game / app is running has to go through the render loop. You can of course call other functions from there, so that you don't end up with a <strong>render</strong> function that's hundreds of lines.
 		</div>
 
 		<h2>The result</h2>