Skip to content

Commit

Permalink
docs: correct typos (#2016)
Browse files Browse the repository at this point in the history
  • Loading branch information
ramizackaryshamir authored Jul 22, 2024
1 parent 690f7a0 commit 1e38df3
Showing 1 changed file with 18 additions and 18 deletions.
36 changes: 18 additions & 18 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ A growing collection of useful helpers and fully functional, ready-made abstract
npm install @react-three/drei
```

> [!IMPORTANT]
> [!IMPORTANT]
> this package is using the stand-alone [`three-stdlib`](https://github.com/pmndrs/three-stdlib) instead of [`three/examples/jsm`](https://github.com/mrdoob/three.js/tree/master/examples/jsm).
### Basic usage:
Expand Down Expand Up @@ -49,7 +49,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
<li><a href="#controls">TrackballControls</a></li>
<li><a href="#controls">ArcballControls</a></li>
<li><a href="#controls">PointerLockControls</a></li>
<li><a href="#controls">FirstPersonControls</a></li>
<li><a href="#controls">FirstPersonControls</a></li>
<li><a href="#scrollcontrols">ScrollControls</a></li>
<li><a href="#presentationcontrols">PresentationControls</a></li>
<li><a href="#keyboardcontrols">KeyboardControls</a></li>
Expand All @@ -70,7 +70,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
<ul>
<li><a href="#image">Image</a></li>
<li><a href="#text">Text</a></li>
<li><a href="#text3d">Text3D</a></li>
<li><a href="#text3d">Text3D</a></li>
<li><a href="#positionalaudio">PositionalAudio</a></li>
<li><a href="#billboard">Billboard</a></li>
<li><a href="#screenspace">ScreenSpace</a></li>
Expand Down Expand Up @@ -122,7 +122,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
<li><a href="#fbo--usefbo">Fbo / useFBO</a></li>
<li><a href="#usecamera">useCamera</a></li>
<li><a href="#cubecamera--usecubecamera">CubeCamera / useCubeCamera</a></li>
<li><a href="#detectgpu--usedetectgpu">DetectGPU / useDetectGPU</a></li>
<li><a href="#detectgpu--usedetectgpu">DetectGPU / useDetectGPU</a></li>
<li><a href="#useaspect">useAspect</a></li>
<li><a href="#usecursor">useCursor</a></li>
<li><a href="#useintersect">useIntersect</a></li>
Expand Down Expand Up @@ -158,16 +158,16 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
<li><a href="#adaptivedpr">AdaptiveDpr</a></li>
<li><a href="#adaptiveevents">AdaptiveEvents</a></li>
<li><a href="#bvh">Bvh</a></li>
<li><a href="#performancemonitor">PerformanceMonitor</a></li>
<li><a href="#performancemonitor">PerformanceMonitor</a></li>
</ul>
<li><a href="#portals">Portals</a></li>
<li><a href="#portals">Portals</a></li>
<ul>
<li><a href="#hud">Hud</a></li>
<li><a href="#view">View</a></li>
<li><a href="#rendertexture">RenderTexture</a></li>
<li><a href="#rendercubetexture">RenderCubeTexture</a></li>
<li><a href="#fisheye">Fisheye</a></li>
<li><a href="#mask">Mask</a></li>
<li><a href="#mask">Mask</a></li>
<li><a href="#meshportalmaterial">MeshPortalMaterial</a></li>
</ul>
<li><a href="#modifiers">Modifiers</a></li>
Expand Down Expand Up @@ -210,7 +210,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
<ul>
<li><a href="#center">Center</a></li>
<li><a href="#resize">Resize</a></li>
<li><a href="#BBAnchor">BBAnchor</a></li>
<li><a href="#BBAnchor">BBAnchor</a></li>
<li><a href="#bounds">Bounds</a></li>
<li><a href="#camerashake">CameraShake</a></li>
<li><a href="#float">Float</a></li>
Expand Down Expand Up @@ -283,7 +283,7 @@ You can also drive it manually, it won't be responsive and you have to calculate
<PerspectiveCamera manual aspect={...} onUpdate={(c) => c.updateProjectionMatrix()}>
```
You can use the PerspectiveCamera to film contents into a RenderTarget, similar to CubeCamera. As a child you must provide a render-function which receives the texture as its first argument. The result of that function will _not follow the camera_, instead it will be set invisible while the the FBO renders so as to avoid issues where the meshes that receive the texture are interrering.
You can use the PerspectiveCamera to film contents into a RenderTarget, similar to CubeCamera. As a child you must provide a render-function which receives the texture as its first argument. The result of that function will _not follow the camera_, instead it will be set invisible while the FBO renders so as to avoid issues where the meshes that receive the texture are interrering.
```jsx
<PerspectiveCamera position={[0, 0, 10]}>
Expand Down Expand Up @@ -446,7 +446,7 @@ type ScrollControlsProps = {
}
```
Scroll controls create a HTML scroll container in front of the canvas. Everything you drop into the `<Scroll>` component will be affected.
Scroll controls create an HTML scroll container in front of the canvas. Everything you drop into the `<Scroll>` component will be affected.
You can listen and react to scroll with the `useScroll` hook which gives you useful data like the current scroll `offset`, `delta` and functions for range finding: `range`, `curve` and `visible`. The latter functions are especially useful if you want to react to the scroll offset, for instance if you wanted to fade things in and out if they are in or out of view.
Expand Down Expand Up @@ -623,7 +623,7 @@ The camera follows your face.
<a href="https://codesandbox.io/s/zhjbhy"><img width="20%" src="https://github-production-user-asset-6210df.s3.amazonaws.com/76580/244052845-5cc535d7-3c97-46e3-a267-52e707c2d9b2.png" alt="demo"/></a>
</p>
Pre-requisite: wrap into a [`FaceLandmarker`](#facelandmarker) provider
Prerequisite: wrap into a [`FaceLandmarker`](#facelandmarker) provider
```tsx
<FaceLandmarker>...</FaceLandmarker>
Expand Down Expand Up @@ -3872,7 +3872,7 @@ return (
#### RenderTexture

<p>
<a href="https://codesandbox.io/s/0z8i2c"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/0z8i2c/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/0z8i2c"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/0z8i2c/screenshot.png" alt="Demo"/></a>
</p>

This component allows you to render a live scene into a texture which you can then apply to a material. The contents of it run inside a portal and are separate from the rest of the canvas, therefore you can have events in there, environment maps, etc.
Expand Down Expand Up @@ -3968,7 +3968,7 @@ const api = useRef<RenderCubeTextureApi>(null!)
### Fisheye

<p>
<a href="https://codesandbox.io/s/7qytdw"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/7qytdw/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/7qytdw"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/7qytdw/screenshot.png" alt="Demo"/></a>
</p>

```tsx
Expand Down Expand Up @@ -4000,7 +4000,7 @@ This component will take over system rendering. It portals its children into a c

<p>
<a href="https://codesandbox.io/s/7n2yru"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/7n2yru/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/z3f2mw"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/z3f2mw/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/z3f2mw"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/z3f2mw/screenshot.png" alt="Demo"/></a>
</p>

Masks use the stencil buffer to cut out areas of the screen. This is usually cheaper as it doesn't require double renders or createPortal.
Expand Down Expand Up @@ -4058,8 +4058,8 @@ const stencil = useMask(1, true)

<p>
<a href="https://codesandbox.io/s/9m4tpc"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/9m4tpc/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/qvk72r"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/qvk72r/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/drc6qg"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/drc6qg/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/qvk72r"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/qvk72r/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/drc6qg"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/drc6qg/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/ik11ln"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/ik11ln/screenshot.png" alt="Demo"/></a>
</p>

Expand Down Expand Up @@ -4312,7 +4312,7 @@ const config = {
maxYaw: 0.1, // Max amount camera can yaw in either direction
maxPitch: 0.1, // Max amount camera can pitch in either direction
maxRoll: 0.1, // Max amount camera can roll in either direction
yawFrequency: 0.1, // Frequency of the the yaw rotation
yawFrequency: 0.1, // Frequency of the yaw rotation
pitchFrequency: 0.1, // Frequency of the pitch rotation
rollFrequency: 0.1, // Frequency of the roll rotation
intensity: 1, // initial intensity of the shake
Expand Down Expand Up @@ -4928,7 +4928,7 @@ attribute vec3 color;
<p>
<a href="https://codesandbox.io/s/gwthnh"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/gwthnh/screenshot.png" alt="Demo"/></a>
<a href="https://codesandbox.io/s/mbfzf"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/mbfzf/screenshot.png" alt="Demo"/></a>

</p>

Particle based cloud.
Expand Down

0 comments on commit 1e38df3

Please sign in to comment.