From 1e38df3e04e0cd877867f04e4b0705ce1d6ef19a Mon Sep 17 00:00:00 2001
From: Rami Zackary Shamir
Date: Mon, 22 Jul 2024 14:40:16 -0400
Subject: [PATCH] docs: correct typos (#2016)
---
README.md | 36 ++++++++++++++++++------------------
1 file changed, 18 insertions(+), 18 deletions(-)
diff --git a/README.md b/README.md
index 5ffb579e3..19742ed4b 100644
--- a/README.md
+++ b/README.md
@@ -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:
@@ -49,7 +49,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
TrackballControls
ArcballControls
PointerLockControls
- FirstPersonControls
+ FirstPersonControls
ScrollControls
PresentationControls
KeyboardControls
@@ -70,7 +70,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
- Portals
+ Portals
Modifiers
@@ -210,7 +210,7 @@ The `native` route of the library **does not** export `Html` or `Loader`. The de
- Center
- Resize
- - BBAnchor
+ - BBAnchor
- Bounds
- CameraShake
- Float
@@ -283,7 +283,7 @@ You can also drive it manually, it won't be responsive and you have to calculate
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
@@ -446,7 +446,7 @@ type ScrollControlsProps = {
}
```
-Scroll controls create a HTML scroll container in front of the canvas. Everything you drop into the `` component will be affected.
+Scroll controls create an HTML scroll container in front of the canvas. Everything you drop into the `` 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.
@@ -623,7 +623,7 @@ The camera follows your face.
-Pre-requisite: wrap into a [`FaceLandmarker`](#facelandmarker) provider
+Prerequisite: wrap into a [`FaceLandmarker`](#facelandmarker) provider
```tsx
...
@@ -3872,7 +3872,7 @@ return (
#### RenderTexture
-
+
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.
@@ -3968,7 +3968,7 @@ const api = useRef(null!)
### Fisheye
-
+
```tsx
@@ -4000,7 +4000,7 @@ This component will take over system rendering. It portals its children into a c
-
+
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.
@@ -4058,8 +4058,8 @@ const stencil = useMask(1, true)
-
-
+
+
@@ -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
@@ -4928,7 +4928,7 @@ attribute vec3 color;
-
+
Particle based cloud.