Gregg Tavares 6 years ago
parent
commit
a119581997
1 changed files with 6 additions and 6 deletions
  1. 6 6
      threejs/lessons/threejs-custom-buffergeometry.md

+ 6 - 6
threejs/lessons/threejs-custom-buffergeometry.md

@@ -35,7 +35,7 @@ This brings up a point, here's a diagram of a cube with one corner highlighted.
 
 
 Thinking about it that single corner needs a different normal for each face of the
 Thinking about it that single corner needs a different normal for each face of the
 cube. It needs different UVs for each face as well. This points out the biggest difference
 cube. It needs different UVs for each face as well. This points out the biggest difference
-between `Geometry` and `BufferGeometry`. Nothing is shared with `BufferGeomtry`.
+between `Geometry` and `BufferGeometry`. Nothing is shared with `BufferGeometry`.
 A single *vertex* is the combination of all of its parts. If a vertex needs any
 A single *vertex* is the combination of all of its parts. If a vertex needs any
 part to be different then it must be a different vertex.
 part to be different then it must be a different vertex.
 
 
@@ -43,7 +43,7 @@ The truth is when you use `Geometry` three.js transforms it into this format.
 That is where the extra memory and time comes from when using `Geometry`. Extra
 That is where the extra memory and time comes from when using `Geometry`. Extra
 memory for all the `Vector3`s, `Vector2`s, `Face3`s and array objects and then
 memory for all the `Vector3`s, `Vector2`s, `Face3`s and array objects and then
 extra time to translate all of that data into parallel arrays in the form of
 extra time to translate all of that data into parallel arrays in the form of
-`BufferAtrribute`s like above. Somtimes that makes using `Geometry` easier.
+`BufferAttribute`s like above. Somtimes that makes using `Geometry` easier.
 With `BufferGeometry` is up to us to supply the data already turned into this format.
 With `BufferGeometry` is up to us to supply the data already turned into this format.
 
 
 As a simple example let's make a cube using `BufferGeometry`. A cube is interesting
 As a simple example let's make a cube using `BufferGeometry`. A cube is interesting
@@ -146,13 +146,13 @@ and add it to the `BufferGeometry`.
 Note that the names are sigificant. You must name your attributes the names
 Note that the names are sigificant. You must name your attributes the names
 that match what three.js expects (unless you are creating a custom shader).
 that match what three.js expects (unless you are creating a custom shader).
 In this case `position`, `normal`, and `uv`. If you want vertex colors then
 In this case `position`, `normal`, and `uv`. If you want vertex colors then
-name your attribtue `color`.
+name your attribute `color`.
 
 
 Above we created 3 JavaScript native arrays, `positions`, `normals` and `uvs`.
 Above we created 3 JavaScript native arrays, `positions`, `normals` and `uvs`.
 We then convert those into
 We then convert those into
 [TypedArrays](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray)
 [TypedArrays](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray)
 of type `Float32Array`. A `BufferAttribute` requires a typedarray not a native
 of type `Float32Array`. A `BufferAttribute` requires a typedarray not a native
-array. A `BufferAttribute` also requres you tell it how many components there
+array. A `BufferAttribute` also requires you tell it how many components there
 are per vertex. For the positions and normals we have 3 components per vertex,
 are per vertex. For the positions and normals we have 3 components per vertex,
 x, y, and z. For the UVs we have 2, u and v.
 x, y, and z. For the UVs we have 2, u and v.
 
 
@@ -219,7 +219,7 @@ const vertices = [
 ```
 ```
 
 
 So now we have 24 unique vertices. Then we specify 36 indices
 So now we have 24 unique vertices. Then we specify 36 indices
-for the 36 vertices we need drawn to make 12 triangles by calling `BufferGeometry.setIndex` with an array of indicies.
+for the 36 vertices we need drawn to make 12 triangles by calling `BufferGeometry.setIndex` with an array of indices.
 
 
 ```js
 ```js
 geometry.addAttribute(
 geometry.addAttribute(
@@ -327,7 +327,7 @@ geometry.setIndex([
 
 
 {{{example url="../threejs-custom-buffergeometry-cube-typedarrays.html"}}}
 {{{example url="../threejs-custom-buffergeometry-cube-typedarrays.html"}}}
 
 
-A good reason to use typedarrays is if you want to dyanmically update any
+A good reason to use typedarrays is if you want to dynamically update any
 part of the vertices. 
 part of the vertices. 
 
 
 I couldn't think of a really good example of dynamically updating the vertices
 I couldn't think of a really good example of dynamically updating the vertices