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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);
 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 
 в радианах. Мы будем использовать наш `DegRadHelper` из 
 [статьи про текстуры](threejs-textures.html) для представления пользовательского интерфейса в градусах..
 [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:
 прим. переводчика:
 Блик - световое пятно на ярко освещённой выпуклой или плоской глянцевой поверхности.
 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.
 хотя это скорее частный случай.
 
 
 Итак, давайте рассмотрим набор материалов Three.js.
 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 - 
 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.
 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.
 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
 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
 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
 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.
 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. 
 All browsers have developer tools. 
 [Chrome](https://developers.google.com/web/tools/chrome-devtools/),
 [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/), 
 [Safari](https://developer.apple.com/safari/tools/), 
 [Edge](https://docs.microsoft.com/en-us/microsoft-edge/devtools-guide).
 [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
 I uses a `PolarGridHelper` to draw a circle around each character
 and it uses html elements to let each character show some status using
 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
 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*.
 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 
 or [Indexed Color](https://en.wikipedia.org/wiki/Indexed_color) is 
 what older systems like the Atari 800, Amiga, NES, 
 what older systems like the Atari 800, Amiga, NES, 
 Super Nintendo, and even older IBM PCs used. Instead of storing bitmaps
 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);
 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
 property in radians. We'll use our `DegRadHelper` from the
 [texture article](threejs-textures.html) to present a UI in
 [texture article](threejs-textures.html) to present a UI in
 degrees.
 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. 
 object that has the same API surface as a DOM element. 
 We only need to support the features the OrbitControls need.
 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.
 it looks like we need to handle the following events.
 
 
 * contextmenu
 * 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
 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
 they use comes from [SEDAC](http://sedac.ciesin.columbia.edu/gpw/). Checking out
 the site I saw there was [demographic data in a grid
 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
 I downloaded the data at 60 minute resolution. Then I took a look at the data
 
 
 It looks like this
 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>
 </div>
 
 
 Of course we could also solve that by parenting the box to more `THREE.Object3D`
 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.
 nodes we add to a scene graph the slower it gets.
 
 
 We also setup this small hierarchy of nodes of `lonHelper`, `latHelper`, and
 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
 ### 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 
 [`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
 [`filter`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/filter) and
 are used fairly extensively in modern JavaScript.
 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.
 pixels per texture is looking up 32 pixels for ever pixel rendered.
 This can be especially important to consider on mobile devices.
 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.
 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.
 scene with 8 cubes placed in a 2x2x2 grid.
 
 
 We'll start with the example from
 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
 which had 3 cubes and modify it to have 8. First
 let's change our `makeInstance` function to take
 let's change our `makeInstance` function to take
 an x, y, and z
 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
 Let's implement "look to select"! We'll start with
 [an example from the previous article](threejs-webvr.html)
 [an example from the previous article](threejs-webvr.html)
 and to do it we'll add the `PickHelper` we made in
 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
 ```js
 class PickHelper {
 class PickHelper {