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Merge pull request #19668 from Mike-Dax/patch-2

Docs: Minor spelling fixes
Mr.doob 5 years ago
parent
commit
ca464792d6
1 changed files with 4 additions and 4 deletions
  1. 4 4
      docs/api/en/core/Geometry.html

+ 4 - 4
docs/api/en/core/Geometry.html

@@ -134,8 +134,8 @@
 		</p>
 		</p>
 		<p>
 		<p>
 		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
 		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
-		transformation will have no affect. When set to 0.5 it will have 50% affect. When set to 100%, it will
-		have 100% affect. If there is only 1 bone associated with the vertex then you only need to worry about
+		transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
+		have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
 		the first component of the vector, the rest can be ignored and set to 0.
 		the first component of the vector, the rest can be ignored and set to 0.
 		</p>
 		</p>
 
 
@@ -146,9 +146,9 @@
 		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
 		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
 		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
 		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
 		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
 		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
-		<strong>( 0.8, 0.2, 0, 0 )</strong>. In affect this would take the first vertex, and then the bone
+		<strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
 		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
 		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
-		and apply it 20% of the way. The next two values have a weight of 0, so they would have no affect.
+		and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
 		</p>
 		</p>
 		<p>
 		<p>
 		In code another example could look like this:
 		In code another example could look like this: