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s-rigaudSamuel Rigaud
andauthored
fix typos (#32017)
Co-authored-by: Samuel Rigaud <[email protected]>
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examples/jsm/gpgpu/BitonicSort.js

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@@ -136,7 +136,7 @@ export class BitonicSort {
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}
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/**
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* A node representing a storage buffer used for transfering the result of the global sort back to the original data buffer.
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* A node representing a storage buffer used for transferring the result of the global sort back to the original data buffer.
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*
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* @type {StorageBufferNode}
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*/
@@ -668,7 +668,7 @@ export class BitonicSort {
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if ( this.currentDispatch === this.stepCount ) {
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// If our last swap addressed only addressed the temp buffer, then re-allign it with the data buffer
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// If our last swap addressed only addressed the temp buffer, then re-align it with the data buffer
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// to fulfill the requirement of an in-place sort.
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if ( this.readBufferName === 'Temp' ) {
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examples/jsm/tsl/display/SSGINode.js

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@@ -20,15 +20,15 @@ let _rendererState;
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*
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* The quality and performance of the effect mainly depend on `sliceCount` and `stepCount`.
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* The total number of samples taken per pixel is `sliceCount` * `stepCount` * `2`. Here are some
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* recommened presets depending on whether temporal filtering is used or not.
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* recommended presets depending on whether temporal filtering is used or not.
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*
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* With temporal filtering (recommended):
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*
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* - Low: `sliceCount` of `1`, `stepCount` of `12`.
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* - Medium: `sliceCount` of `2`, `stepCount` of `8`.
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* - High: `sliceCount` of `3`, `stepCount` of `16`.
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*
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* Use for a higher slice count if you notice temporal instabilties like flickering. Reduce the sample
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* Use for a higher slice count if you notice temporal instabilities like flickering. Reduce the sample
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* count then to mitigate the performance lost.
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*
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* Without temporal filtering:
@@ -180,7 +180,7 @@ class SSGINode extends TempNode {
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/**
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* Whether to use temporal filtering or not. Setting this property to
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* `true` requires the usage of `TRAANode`. This will help to reduce noice
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* `true` requires the usage of `TRAANode`. This will help to reduce noise
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* although it introduces typical TAA artifacts like ghosting and temporal
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* instabilities.
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*
@@ -476,7 +476,7 @@ class SSGINode extends TempNode {
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} ).Else( () => {
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stepRadius.assign( max( RADIUS.mul( this._halfProjScale ).div( viewPosition.z.negate() ), float( STEP_COUNT ) ) ); // Port note: viewZ is negative so a negate is requried
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stepRadius.assign( max( RADIUS.mul( this._halfProjScale ).div( viewPosition.z.negate() ), float( STEP_COUNT ) ) ); // Port note: viewZ is negative so a negate is required
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} );
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examples/webgpu_postprocessing_ssgi.html

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@@ -119,7 +119,7 @@
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const compositePass = vec4( add( scenePassColor.rgb.mul( ao ), ( scenePassDiffuse.rgb.mul( gi ) ) ), scenePassColor.a );
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compositePass.name = 'Composite';
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// traa
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const traaPass = traa( compositePass, scenePassDepth, scenePassVelocity, camera );
@@ -129,7 +129,7 @@
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// Walls
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const wallGeometry = new THREE.PlaneGeometry( 1, 1 );
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// Left wall - red
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const redWallMaterial = new THREE.MeshPhysicalMaterial( { color: '#ff0000' } );
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const leftWall = new THREE.Mesh( wallGeometry, redWallMaterial );
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// White walls and boxes
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const whiteMaterial = new THREE.MeshPhysicalMaterial( { color: '#fff' } );
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// Floor
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const floor = new THREE.Mesh( wallGeometry, whiteMaterial );
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floor.scale.set( 20, 20, 1 );
@@ -230,8 +230,8 @@
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gui.add( giPass.expFactor, 'value', 1, 3 ).name( 'exp factor' );
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gui.add( giPass.thickness, 'value', 0.01, 10 ).name( 'thickness' );
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gui.add( giPass.backfaceLighting, 'value', 0, 1 ).name( 'backface lighting' );
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gui.add( giPass.aoIntensity, 'value', 0, 4 ).name( 'AO intenstiy' );
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gui.add( giPass.giIntensity, 'value', 0, 100 ).name( 'GI intenstiy' );
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gui.add( giPass.aoIntensity, 'value', 0, 4 ).name( 'AO intensity' );
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gui.add( giPass.giIntensity, 'value', 0, 100 ).name( 'GI intensity' );
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gui.add( giPass.useLinearThickness, 'value' ).name( 'use linear thickness' );
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gui.add( giPass.useScreenSpaceSampling, 'value' ).name( 'screen-space sampling' );
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gui.add( giPass, 'useTemporalFiltering' ).name( 'temporal filtering' ).onChange( updatePostprocessing );

src/nodes/accessors/TextureNode.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -126,7 +126,7 @@ class TextureNode extends UniformNode {
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/**
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* By default the `update()` method is not executed. Depending on
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* whether a uv transformation matrix and/or flipY is applied, `update()`
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* is exeucted per object.
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* is executed per object.
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*
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* @type {string}
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* @default 'none'

src/renderers/common/InspectorBase.js

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@@ -110,7 +110,7 @@ class InspectorBase {
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finishCompute( /*uid*/ ) { }
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/**
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* Called whean a render operation begins.
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* Called when a render operation begins.
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*
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* @param {string} uid - A unique identifier for the render context.
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* @param {Scene} scene - The scene being rendered.

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