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Fix wrong emphasis tag in Matrix-transformations.html

Tristan VALCKE 8 年之前
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bcefb47f04
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 3 3
      docs/manual/introduction/Matrix-transformations.html

+ 3 - 3
docs/manual/introduction/Matrix-transformations.html

@@ -42,13 +42,13 @@
 				object.matrix.setPosition(start_position);
 				object.matrixAutoUpdate = false;
 				</code>
-				Note that *matrixAutoUpdate* <emph>must</emph> be set to *false* in this case, and you should make sure <emph>not</emph> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
+				Note that *matrixAutoUpdate* <em>must</em> be set to *false* in this case, and you should make sure <em>not</em> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
 			</li>
 		</ol>
 
 		<h2>Object and world matrices</h2>
 		<p>
-		An object's [page:Object3D.matrix matrix] stores the object's transformation <emph>relative</emph> to the object's [page:Object3D.parent parent]; to get the object's transformation in <emph>world</emph> coordinates, you must access the object's [page:Object3D.matrixWorld].
+		An object's [page:Object3D.matrix matrix] stores the object's transformation <em>relative</em> to the object's [page:Object3D.parent parent]; to get the object's transformation in <em>world</em> coordinates, you must access the object's [page:Object3D.matrixWorld].
 		</p>
 		<p>
 		When either the parent or the child object's transformation changes, you can request that the child object's [page:Object3D.matrixWorld matrixWorld] be updated by calling [page:Object3D.updateMatrixWorld updateMatrixWorld]().
@@ -56,7 +56,7 @@
 
 		<h2>Rotation and Quaternion</h2>
 		<p>
-		Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <emph>always</emph> stored in the object's [page:Object3D.quaternion quaternion].
+		Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <em>always</em> stored in the object's [page:Object3D.quaternion quaternion].
 		</p>
 		<p>
 		Previous versions of the library included a *useQuaternion* property which, when set to false, would cause the object's [page:Object3D.matrix matrix] to be calculated from an Euler angle. This practice is deprecated---instead, you should use the [page:Object3D.setRotationFromEuler setRotationFromEuler] method, which will update the quaternion.