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fix fixes from testing with check-all-the-errors

Gregg Tavares 5 years ago
parent
commit
a43ab68596

+ 1 - 1
threejs/lessons/ru/threejs-lights.md

@@ -395,7 +395,7 @@ scene.add(light.target);
 scene.add(helper);
 ```
 
-Угол конуса прожектора задается с помощью свойства [`angle`](Spotlight.angle) 
+Угол конуса прожектора задается с помощью свойства [`angle`](SpotLight.angle) 
 в радианах. Мы будем использовать наш `DegRadHelper` из 
 [статьи про текстуры](threejs-textures.html) для представления пользовательского интерфейса в градусах..
 

+ 1 - 1
threejs/lessons/ru/threejs-materials.md

@@ -52,7 +52,7 @@ const m5 = new THREE.MeshBasicMaterial({color: 'hsl(0,100%,50%)'); // red
 
 прим. переводчика:
 Блик - световое пятно на ярко освещённой выпуклой или плоской глянцевой поверхности.
-[Зеркальное отражение](http://compgraph.tpu.ru/mir_reflection.htm) я часто буду называть бликом, 
+[Зеркальное отражение](http://compgraph.tpu.ru/mir_reflection.html) я часто буду называть бликом, 
 хотя это скорее частный случай.
 
 Итак, давайте рассмотрим набор материалов Three.js.

+ 1 - 1
threejs/lessons/ru/threejs-textures.md

@@ -448,7 +448,7 @@ Mips - это копии текстуры, каждая из которых в 
 которые используют 4 или 5 текстур одновременно. 4 текстуры * 8 пикселей на текстуру - 
 это поиск 32 пикселей для каждого пикселя. Это может быть особенно важно учитывать на мобильных устройствах.
 
-## <a href="uvmanipulation"></a> Повторение, смещение, вращение, наложение текстуры
+## <a name="uvmanipulation"></a> Повторение, смещение, вращение, наложение текстуры
 
 Текстуры имеют настройки для повторения, смещения и поворота текстуры.
 

+ 1 - 1
threejs/lessons/threejs-align-html-elements-to-3d.md

@@ -409,7 +409,7 @@ where min, max, lat, lon, are all in latitude and longitude degrees.
 Let's load it up. The code is based on the examples from [optimizing lots of
 objects](threejs-optimize-lots-of-objects.html) though we are not drawing lots
 of objects we'll be using the same solutions for [rendering on
-demand](threejs-rendering-on-demand.htm).
+demand](threejs-rendering-on-demand.html).
 
 The first thing is to make a sphere and use the outline texture.
 

+ 1 - 1
threejs/lessons/threejs-debugging-javascript.md

@@ -18,7 +18,7 @@ enormously in your learning.
 
 All browsers have developer tools. 
 [Chrome](https://developers.google.com/web/tools/chrome-devtools/),
-[Firefox](https://developer.mozilla.org/son/docs/Tools), 
+[Firefox](https://developer.mozilla.org/en-US/docs/Tools), 
 [Safari](https://developer.apple.com/safari/tools/), 
 [Edge](https://docs.microsoft.com/en-us/microsoft-edge/devtools-guide).
 

+ 1 - 1
threejs/lessons/threejs-game.md

@@ -1563,7 +1563,7 @@ things. To do that I made a `StatusDisplayHelper` component.
 
 I uses a `PolarGridHelper` to draw a circle around each character
 and it uses html elements to let each character show some status using
-the techniques covered in [the article on aligning html elements to 3D](threejs-align-html-elements-to-3d).
+the techniques covered in [the article on aligning html elements to 3D](threejs-align-html-elements-to-3d.html).
 
 First we need to add some HTML to host these elements
 

+ 1 - 1
threejs/lessons/threejs-indexed-textures.md

@@ -262,7 +262,7 @@ but what about highlighting the selected countries?
 
 For that we can take inspiration from *paletted graphics*.
 
-[Paletted graphics](https://en.wikipedia.org/wiki/Palette_(computing))
+[Paletted graphics](https://en.wikipedia.org/wiki/Palette_%28computing%29)
 or [Indexed Color](https://en.wikipedia.org/wiki/Indexed_color) is 
 what older systems like the Atari 800, Amiga, NES, 
 Super Nintendo, and even older IBM PCs used. Instead of storing bitmaps

+ 1 - 1
threejs/lessons/threejs-lights.md

@@ -400,7 +400,7 @@ scene.add(light.target);
 scene.add(helper);
 ```
 
-The spotlight's cone's angle is set with the [`angle`](Spotlight.angle)
+The spotlight's cone's angle is set with the [`angle`](SpotLight.angle)
 property in radians. We'll use our `DegRadHelper` from the
 [texture article](threejs-textures.html) to present a UI in
 degrees.

+ 1 - 1
threejs/lessons/threejs-offscreencanvas.md

@@ -614,7 +614,7 @@ of the DOM events they use. Maybe we could pass in our own
 object that has the same API surface as a DOM element. 
 We only need to support the features the OrbitControls need.
 
-Digging through the [OrbitControls source code](https://github.com/gfxfundamentals/threejsfundamentals/blob/master/threejs/resources/threejs/r112/js/controls/OrbitControls.js)
+Digging through the [OrbitControls source code](https://github.com/gfxfundamentals/threejsfundamentals/blob/master/threejs/resources/threejs/r112/examples/js/controls/OrbitControls.js)
 it looks like we need to handle the following events.
 
 * contextmenu

+ 2 - 2
threejs/lessons/threejs-optimize-lots-of-objects.md

@@ -18,7 +18,7 @@ re-create the [WebGL Globe](https://globe.chromeexperiments.com/).
 The first thing we need to do is get some data. The WebGL Globe said the data
 they use comes from [SEDAC](http://sedac.ciesin.columbia.edu/gpw/). Checking out
 the site I saw there was [demographic data in a grid
-format](http://sedac.ciesin.columbia.edu/data/set/gpw-v4-basic-demographic-characteristics-rev10).
+format](https://beta.sedac.ciesin.columbia.edu/data/set/gpw-v4-basic-demographic-characteristics-rev10).
 I downloaded the data at 60 minute resolution. Then I took a look at the data
 
 It looks like this
@@ -256,7 +256,7 @@ didn't do this it would scale from the center but we want them to grow away from
 </div>
 
 Of course we could also solve that by parenting the box to more `THREE.Object3D`
-objects like we covered in [scene graphs](threejs-scenegraphs.html) but the more
+objects like we covered in [scene graphs](threejs-scenegraph.html) but the more
 nodes we add to a scene graph the slower it gets.
 
 We also setup this small hierarchy of nodes of `lonHelper`, `latHelper`, and

+ 1 - 1
threejs/lessons/threejs-prerequisites.md

@@ -138,7 +138,7 @@ for (const [key, value] of Object.entries(someObject)) {
 
 ### Use `forEach`, `map`, and `filter`  where useful
 
-Arrays added the functions [`forEach`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach, 
+Arrays added the functions [`forEach`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach), 
 [`map`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map), and 
 [`filter`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/filter) and
 are used fairly extensively in modern JavaScript.

+ 1 - 1
threejs/lessons/threejs-textures.md

@@ -456,7 +456,7 @@ we'll eventually have materials that use 4 or 5 textures all at once. 4 textures
 pixels per texture is looking up 32 pixels for ever pixel rendered.
 This can be especially important to consider on mobile devices.
 
-## <a href="uvmanipulation"></a> Repeating, offseting, rotating, wrapping a texture
+## <a name="uvmanipulation"></a> Repeating, offseting, rotating, wrapping a texture
 
 Textures have settings for repeating, offseting, and rotating a texture.
 

+ 1 - 1
threejs/lessons/threejs-transparency.md

@@ -8,7 +8,7 @@ First we'll go over the easy part. Let's make a
 scene with 8 cubes placed in a 2x2x2 grid.
 
 We'll start with the example from
-[the article on rendering on demand](threejs-rendering-on-demand.md)
+[the article on rendering on demand](threejs-rendering-on-demand.html)
 which had 3 cubes and modify it to have 8. First
 let's change our `makeInstance` function to take
 an x, y, and z

+ 1 - 1
threejs/lessons/threejs-webvr-look-to-select.md

@@ -22,7 +22,7 @@ selected.
 Let's implement "look to select"! We'll start with
 [an example from the previous article](threejs-webvr.html)
 and to do it we'll add the `PickHelper` we made in
-[the article on picking](threejs-picking). Here it is.
+[the article on picking](threejs-picking.html). Here it is.
 
 ```js
 class PickHelper {