Gregg Tavares 7 years ago
parent
commit
d1001fc952
1 changed files with 6 additions and 5 deletions
  1. 6 5
      threejs/lessons/threejs-cameras.md

+ 6 - 5
threejs/lessons/threejs-cameras.md

@@ -1,11 +1,11 @@
 Title: Three.js Cameras
 Title: Three.js Cameras
-Description: How to use Cameras in Three.ks
+Description: How to use Cameras in Three.js
 
 
 This article is one in a series of articles about three.js.
 This article is one in a series of articles about three.js.
 The first article was [about fundamentals](threejs-fundamentals.html).
 The first article was [about fundamentals](threejs-fundamentals.html).
 If you haven't read that yet you might want to start there.
 If you haven't read that yet you might want to start there.
 
 
-Let's talk about Cameras in three.js. We covered some of this in the [first article](htreejs-fundamentals.html) but we'll cover it in more detail here.
+Let's talk about Cameras in three.js. We covered some of this in the [first article](threejs-fundamentals.html) but we'll cover it in more detail here.
 
 
 The most common camera in three.js and the one we've been using up to this point is
 The most common camera in three.js and the one we've been using up to this point is
 the `PerspectiveCamera`. It gives a 3d view where things in the distance appear 
 the `PerspectiveCamera`. It gives a 3d view where things in the distance appear 
@@ -83,7 +83,8 @@ gui.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera
 gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
 gui.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
 ```
 ```
 
 
-Anytime the camera's settings change we need to call the camera's `updateProjectionMatrix` function
+Anytime the camera's settings change we need to call the camera's 
+[`updateProjectionMatrix`](PerspectiveCamera.updateProjectionMatrix) function
 so we made a function called `updateCamera` add passed it to dat.GUI to call it when things change.
 so we made a function called `updateCamera` add passed it to dat.GUI to call it when things change.
 
 
 {{{example url="../threejs-cameras-perspective.html" }}}
 {{{example url="../threejs-cameras-perspective.html" }}}
@@ -99,7 +100,7 @@ scene the first camera is drawing and showing that camera's frustum.
 To do this we can use the scissor function of three.js.
 To do this we can use the scissor function of three.js.
 Let's change it to draw 2 scenes with 2 cameras side by side using the scissor function
 Let's change it to draw 2 scenes with 2 cameras side by side using the scissor function
 
 
-First off let use some HTML and CSS to define 2 side by side elements. This will also
+First off let's use some HTML and CSS to define 2 side by side elements. This will also
 help us with events so both cameras can easily have their own `OrbitControls`.
 help us with events so both cameras can easily have their own `OrbitControls`.
 
 
 ```html
 ```html
@@ -495,7 +496,7 @@ Let's try it! First let's set the camera up
 const left = 0;
 const left = 0;
 const right = 300;  // default canvas size
 const right = 300;  // default canvas size
 const top = 0;
 const top = 0;
-const bottom = 150;  // defautl canvas size
+const bottom = 150;  // default canvas size
 const near = -1;
 const near = -1;
 const far = 1;
 const far = 1;
 const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
 const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);