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docs(app): Fix markdown links

Jaime Torrealba 1 jaar geleden
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1 gewijzigde bestanden met toevoegingen van 6 en 6 verwijderingen
  1. 6 6
      docs/examples/lights-shadows.md

+ 6 - 6
docs/examples/lights-shadows.md

@@ -62,13 +62,17 @@ import { OrbitControls } from '@tresjs/cientos'
 
 As you know every instance in [ThreeJs](https://threejs.org/) is available in **TresJs** so are all the light types, we just need to add the `Tres` prefix to use them.
 
-But not all lights can cast shadows, this definition comes directly from ThreeJs and makes sense, for example the purpose of an (ambientLight)[https://threejs.org/docs/index.html?q=ambient#api/en/lights/AmbientLight] is to iluminate everysingle side of your scene, so it makes no sense for it to cast shadows, on the contrary, a (DirectionalLight)[https://threejs.org/docs/index.html?q=light#api/en/helpers/DirectionalLightHelper] immitating the sun can and should cast shadows.
+But not all lights can cast shadows, this definition comes directly from ThreeJs and makes sense, for example the purpose of an [ambientLight](https://threejs.org/docs/index.html?q=ambient#api/en/lights/AmbientLight) is to iluminate everysingle side of your scene, so it makes no sense for it to cast shadows, on the contrary, a [DirectionalLight](https://threejs.org/docs/index.html?q=light#api/en/helpers/DirectionalLightHelper) immitating the sun can and should cast shadows.
 
 ## Shadows (explanation)
 
 There are also many types of shadows, for example the "soft shadow" is generated automatially when an object receives more light from one side, but in summary a "ThreeJS default shadow" that is directed towards another surface needs to be cast by a mesh and another mesh needs to receive it. As we see in our example, the `Plane` is receiving a shadow but not casting it. Please note that not all materials can cast or receive shadows.
 
-Internally, ThreeJS automatically generates a new mesh with a (ShadowMaterial)[https://threejs.org/docs/index.html?q=shado#api/en/materials/ShadowMaterial] which gets updated in each frame, that is why if you apply animations, the shadow also is animated, but also why you have to use shadows carefully, because they could slow your performance down.
+Internally, ThreeJS automatically generates a new mesh with a [ShadowMaterial](https://threejs.org/docs/index.html?q=shado#api/en/materials/ShadowMaterial) which gets updated in each frame, that is why if you apply animations, the shadow also is animated, but also why you have to use shadows carefully, because they could slow your performance down.
+
+::: warning
+The overuse of shadows in this way could drop your performance. However, there are ways to increase your performance, for more information please check out [this video](https://youtu.be/WGNvVGrS0kY?si=q7XyL5eABKUh3gbS&t=1256)
+:::
 
 ## Setting our lights and shadow
 
@@ -168,7 +172,3 @@ onLoop(() => {
 ```
 
 _Note that I intentionally did not apply `cast-shadow` to the `Cone` so it doesn't cast any shadow_
-
-::: warning
-The overuse of shadows in this way could drop your performance. However, there are ways to increase your performance, for more information please check out [this video](https://youtu.be/WGNvVGrS0kY?si=q7XyL5eABKUh3gbS&t=1256)
-:::