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s-rigaudSamuel Rigaud
andauthored
Typos (#30510)
Co-authored-by: Samuel Rigaud <[email protected]>
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docs/api/en/textures/VideoFrameTexture.html

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@@ -13,8 +13,8 @@ <h1>[name]</h1>
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<p class="desc">
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This class can be used as an alternative way to define video data. Instead of using
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an instance of `HTMLVideoElement` like with `VideoTexture`, [name] expects each frame is
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defined manaully via [page:.setFrame setFrame](). A typical use case for this module is when
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an instance of `HTMLVideoElement` like with `VideoTexture`, [name] expects each frame is
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defined manually via [page:.setFrame setFrame](). A typical use case for this module is when
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video frames are decoded with the WebCodecs API.
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</p>
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@@ -33,30 +33,30 @@ <h2>Examples</h2>
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<h2>Constructor</h2>
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<h3>
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[name]( [param:Constant mapping], [param:Constant wrapS],
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[param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter],
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[name]( [param:Constant mapping], [param:Constant wrapS],
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[param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter],
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[param:Constant format], [param:Constant type], [param:Number anisotropy] )
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</h3>
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<p>
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[page:Constant mapping] -- How the image is applied to the object. An
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object type of [page:Textures THREE.UVMapping].
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object type of [page:Textures THREE.UVMapping].
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See [page:Textures mapping constants] for other choices.<br />
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[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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See [page:Textures wrap mode constants] for
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other choices.<br />
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[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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See [page:Textures wrap mode constants] for
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other choices.<br />
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[page:Constant magFilter] -- How the texture is sampled when a texel
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covers more than one pixel. The default is [page:Textures THREE.LinearFilter].
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covers more than one pixel. The default is [page:Textures THREE.LinearFilter].
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See [page:Textures magnification filter constants]
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for other choices.<br />
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[page:Constant minFilter] -- How the texture is sampled when a texel
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covers less than one pixel. The default is [page:Textures THREE.LinearFilter].
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covers less than one pixel. The default is [page:Textures THREE.LinearFilter].
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See [page:Textures minification filter constants] for
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other choices.<br />
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<h3>[method:undefined setFrame]( [param:VideoFrame frame] )</h3>
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<p>
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Sets the current frame of the video. This will automatically update the texture
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Sets the current frame of the video. This will automatically update the texture
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so the data can be used for rendering.
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</p>
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docs/manual/en/introduction/Installation.html

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@@ -91,10 +91,10 @@ <h3>Development</h3>
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</p>
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</details>
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<details>
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<summary>Improve your editor auto-completion with <i>jsconfig</i> or <i>tscondig</i></summary>
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<summary>Improve your editor auto-completion with <i>jsconfig</i> or <i>tsconfig</i></summary>
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<p>
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Place a <i>jsconfig.json</i> (or <i>tsconfig.json</i> for TypeScript projects) in your project's root. Adding the configuration below helps your editor locate three.js files for enhanced auto-completion.
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</p>
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Place a <i>jsconfig.json</i> (or <i>tsconfig.json</i> for TypeScript projects) in your project's root. Adding the configuration below helps your editor locate three.js files for enhanced auto-completion.
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</p>
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<code>
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{
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"compilerOptions": {

examples/webgpu_struct_drawindirect.html

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}, 'DrawBuffer' );
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const writeDrawBuffer = wgslFn( `
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fn compute(
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fn compute(
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index: u32,
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drawBuffer: ptr<storage, DrawBuffer, read_write>,
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instances: f32,
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instances: instances,
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index: instanceIndex,
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time: time
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} ).compute( instances ); // not neccessary in this case but normally one wants to run through all instances
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} ).compute( instances ); // not necessary in this case but normally one wants to run through all instances
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const initDrawBuffer = wgslFn( `
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fn compute(
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fn compute(
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drawBuffer: ptr< storage, DrawBuffer, read_write >,
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) -> void {
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src/nodes/core/Node.js

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@@ -423,7 +423,7 @@ class Node extends EventDispatcher {
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* @param {string} name - The name of the member.
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* @return {string} The type of the node.
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*/
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getMemberType( /*uilder, name*/ ) {
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getMemberType( /*builder, name*/ ) {
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return 'void';
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src/nodes/display/BlendModes.js

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@@ -107,7 +107,7 @@ export const blendOverlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
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/**
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* This function blends two color based on their alpha values by replicating the behavior of `THREE.NormalBlending`.
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* It assumes both input colors have non-preumiltiplied alpha.
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* It assumes both input colors have non-premultiplied alpha.
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*
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* @tsl
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* @function

src/renderers/common/XRManager.js

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@@ -208,7 +208,7 @@ class XRManager extends EventDispatcher {
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/**
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* The animation loop which is used as a replacement for the default
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* animation loop of the applicatio. It is only used when a XR session
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* animation loop of the application. It is only used when a XR session
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* is active.
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*
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* @private
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}
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/**
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* Updates the given camera with the transfomration of the XR camera and parent object.
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* Updates the given camera with the transformation of the XR camera and parent object.
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*
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* @inner
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* @param {Camera} camera - The camera to update.

src/renderers/webgl-fallback/WebGLBackend.js

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@@ -194,7 +194,7 @@ class WebGLBackend extends Backend {
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* @type {WebGLFramebuffer}
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* @default null
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*/
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this._xrFamebuffer = null;
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this._xrFramebuffer = null;
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}
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/**
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* Sets the XR rendering destination.
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*
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* @param {WebGLFramebuffer} xrFamebuffer - The XR framebuffer.
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* @param {WebGLFramebuffer} xrFramebuffer - The XR framebuffer.
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*/
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setXRTarget( xrFamebuffer ) {
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setXRTarget( xrFramebuffer ) {
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this._xrFamebuffer = xrFamebuffer;
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this._xrFramebuffer = xrFramebuffer;
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}
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} else if ( isXRRenderTarget && hasExternalTextures === false ) {
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fb = this._xrFamebuffer;
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fb = this._xrFramebuffer;
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} else {
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