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Fix typos in render targets article

Waj il y a 6 ans
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ea3e339568
1 fichiers modifiés avec 4 ajouts et 4 suppressions
  1. 4 4
      threejs/lessons/threejs-rendertargets.md

+ 4 - 4
threejs/lessons/threejs-rendertargets.md

@@ -6,7 +6,7 @@ After you render to it you can use that texture like any other texture.
 
 
 Let's make a simple example. We'll start with an example from [the article on responsiveness](threejs-responsive.html).
 Let's make a simple example. We'll start with an example from [the article on responsiveness](threejs-responsive.html).
 
 
-Rendering to a render target just almost exactly the same as normal rendering. First we create a `WebGLRenderTarget`.
+Rendering to a render target is almost exactly the same as normal rendering. First we create a `WebGLRenderTarget`.
 
 
 ```js
 ```js
 const rtWidth = 512;
 const rtWidth = 512;
@@ -64,7 +64,7 @@ function makeInstance(geometry, color, x) {
 ];
 ];
 ```
 ```
 
 
-The `Scene` and `Camera` from previous article are still there. We'll use them to render to the canvas.
+The `Scene` and `Camera` from the previous article are still there. We'll use them to render to the canvas.
 We just need to add stuff to render.
 We just need to add stuff to render.
 
 
 Let's add a cube that uses the render target's texture.
 Let's add a cube that uses the render target's texture.
@@ -120,7 +120,7 @@ Render target are used for all kinds of things. Shadows use a render target. [Pi
 
 
 A few notes about using `WebGLRenderTarget`.
 A few notes about using `WebGLRenderTarget`.
 
 
-* By default `WebGLRenderTarget` creates 2 textures. A color texture and a depth/stencil texture. If you don't need the depth or stencil textures you can request it not create them by passing in options. Example:
+* By default `WebGLRenderTarget` creates 2 textures. A color texture and a depth/stencil texture. If you don't need the depth or stencil textures you can request to not create them by passing in options. Example:
 
 
         const rt = new THREE.WebGLRenderTarget(width, height, {
         const rt = new THREE.WebGLRenderTarget(width, height, {
           depthBuffer: false,
           depthBuffer: false,
@@ -133,7 +133,7 @@ A few notes about using `WebGLRenderTarget`.
 
 
         function render(time) {
         function render(time) {
           time *= 0.001;
           time *= 0.001;
-      
+
           if (resizeRendererToDisplaySize(renderer)) {
           if (resizeRendererToDisplaySize(renderer)) {
             const canvas = renderer.domElement;
             const canvas = renderer.domElement;
             camera.aspect = canvas.clientWidth / canvas.clientHeight;
             camera.aspect = canvas.clientWidth / canvas.clientHeight;