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fix: correct minor typos (#438)

* fix: correct minor typos

* docs: replace astackblitz embeds for sandbox (#452)

---------

Co-authored-by: Alvaro Saburido <alvaro.saburido@gmail.com>
ordago hace 1 año
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commit
341faacb93

+ 1 - 1
README.md

@@ -19,7 +19,7 @@ Tres (Spanish word for "three", pronounced `/tres/` ) is a way of creating Three
 
 It's build on-top of a [Vue Custom Renderer](https://vuejs.org/api/custom-renderer.html#createrenderer) and it's powered by Vite.
 
-The goal is to provide the Vue's community an easy way of building 3D scenes with Vue, always up to date with the latest ThreeJS features and with 0-to-none mantainance.
+The goal is to provide the Vue's community an easy way of building 3D scenes with Vue, always up to date with the latest ThreeJS features and with 0-to-none maintenance.
 
 ## Installation
 

+ 3 - 3
docs/.vitepress/theme/components/LoveVueThreeJS.vue

@@ -13,7 +13,7 @@ const thirdRowRef = ref()
 const tl2r = gsap.timeline()
 const tl3r = gsap.timeline()
 
-const heightOfSignleSvg = 150
+const heightOfSingleSvg = 150
 
 async function restartAnimation() {
   gsap.to(secondRowRef.value.$el, {
@@ -36,13 +36,13 @@ onMounted(() => {
   tl2r.to(secondRowRef.value.$el, {
     delay: 1,
     duration: 2,
-    y: -(8 * heightOfSignleSvg),
+    y: -(8 * heightOfSingleSvg),
     ease: 'elastic.easeOut',
   })
   tl3r.to(thirdRowRef.value.$el, {
     delay: 1.25,
     duration: 2,
-    y: -(12 * heightOfSignleSvg),
+    y: -(12 * heightOfSingleSvg),
     ease: 'power1.out',
   })
 })

+ 1 - 1
docs/api/instances-arguments-and-props.md

@@ -83,7 +83,7 @@ You can also pass props to the component, for example, the `TresAmbientLight` ha
 
 ### Set
 
-All properties whose underlying object has a `.set()` method have a shortcut to recieve the value as an array. For example, the `TresPerspectiveCamera` has a `position` property, which is a `Vector3` object, so you can pass it to the component like this:
+All properties whose underlying object has a `.set()` method have a shortcut to receive the value as an array. For example, the `TresPerspectiveCamera` has a `position` property, which is a `Vector3` object, so you can pass it to the component like this:
 
 ```html
 <TresPerspectiveCamera :position="[1, 2, 3]" />

+ 1 - 1
docs/api/tres-canvas.md

@@ -77,7 +77,7 @@ renderer.shadowMap.type = PCFSoftShadowMap
 | **clearColor** | The color the renderer will use to clear the canvas. | `#000000` |
 | **context** | This can be used to attach the renderer to an existing [RenderingContext](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext) | |
 | **depth** | Whether the drawing buffer has a [depth buffer](https://en.wikipedia.org/wiki/Z-buffering) of at least 16 bits. | `true` |
-| **disableRender** | Disable render on requestAnimationFrame, usefull for PostProcessing | `false` |
+| **disableRender** | Disable render on requestAnimationFrame, useful for PostProcessing | `false` |
 | **failIfMajorPerformanceCaveat** | Whether the renderer creation will fail upon low performance is detected. See [WebGL spec](https://registry.khronos.org/webgl/specs/latest/1.0/#5.2) for details. | `false` |
 | **logarithmicDepthBuffer** | Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene. Note that this setting uses gl_FragDepth if available which disables the [Early Fragment Test](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) optimization and can cause a decrease in performance. | `false` |
 | **outputColorSpace** | Defines the output encoding | `LinearEncoding` |

+ 2 - 2
docs/blog/tres-ecosystem-update-8-11-23.md

@@ -12,7 +12,7 @@ Lets jump right into it like it was a mountain of leaves. 🍂
 
 ## TresJS `v3.5.0`
 
-Core package has been updated to v3.5.0, this update includes a new feature that comes extrenemly handy when working with gltf models.
+Core package has been updated to v3.5.0, this update includes a new feature that comes extremely handy when working with gltf models.
 
 ### useSeek new methods
 
@@ -180,7 +180,7 @@ A highly requested bugfix that allows you to use CSS transitions on the `<Html /
 
 ## Time for dessert 🍰
 
-To finish this update, we have a new package in the ecosystem thats near to hit alpha soon. 🎉
+To finish this update, we have a new package in the ecosystem that's near to hit alpha soon. 🎉
 
 ![Tresleches package](/blog/tres-leches.png)
 

+ 1 - 1
docs/guide/troubleshooting.md

@@ -8,7 +8,7 @@ This guide is intended to help you solve the most common issues that you might e
 
 ## I can't see my 3D scene 😭!
 
-You followed the [Getting started guide](/guide/getting-started.md) but you still can see your scene renderered.
+You followed the [Getting started guide](/guide/getting-started.md) but you still can see your scene rendered.
 
 These are the most common reasons why you might not be able to see your scene:
 

+ 1 - 1
src/composables/useCamera/index.ts

@@ -6,7 +6,7 @@ import type { TresContext } from '../useTresContextProvider'
 
 export const useCamera = ({ sizes, scene }: Pick<TresContext, 'sizes'> & { scene: TresScene }) => {
 
-  // the computed does not trigger, when for example the camera postion changes
+  // the computed does not trigger, when for example the camera position changes
   const cameras = ref<Camera[]>([])
   const camera = computed<Camera | undefined>(
     () => cameras.value[0],

+ 1 - 1
src/composables/useRaycaster/index.ts

@@ -22,7 +22,7 @@ export const useRaycaster = (
   objects: Ref<THREE.Object3D[]>,
   { renderer, camera, raycaster }: Pick<TresContext, 'renderer' | 'camera' | 'raycaster'>,
 ) => {
-  // having a seperate computed makes useElementBounding work
+  // having a separate computed makes useElementBounding work
   const canvas = computed(() => renderer.value.domElement as HTMLCanvasElement)
 
   const { x, y } = usePointer({ target: canvas })