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fix: correct minor typos (#438)
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* fix: correct minor typos

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

---------

Co-authored-by: Alvaro Saburido <alvaro.saburido@gmail.com>
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ordago and alvarosabu committed Dec 13, 2023
1 parent 281ed7d commit 341faac
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -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

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6 changes: 3 additions & 3 deletions docs/.vitepress/theme/components/LoveVueThreeJS.vue
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Expand Up @@ -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.$el, {
Expand All @@ -36,13 +36,13 @@ onMounted(() => {
tl2r.to(secondRowRef.value.$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',
})
})
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2 changes: 1 addition & 1 deletion docs/api/instances-arguments-and-props.md
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Expand Up @@ -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]" />
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2 changes: 1 addition & 1 deletion docs/api/tres-canvas.md
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Expand Up @@ -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` |
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4 changes: 2 additions & 2 deletions docs/blog/tres-ecosystem-update-8-11-23.md
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Expand Up @@ -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

Expand Down Expand Up @@ -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)

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2 changes: 1 addition & 1 deletion docs/guide/troubleshooting.md
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Expand Up @@ -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:

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2 changes: 1 addition & 1 deletion src/composables/useCamera/index.ts
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Expand Up @@ -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],
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2 changes: 1 addition & 1 deletion src/composables/useRaycaster/index.ts
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Expand Up @@ -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 })
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