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Merge pull request #14816 from nikolas/core-docs
core docs: Fix some spelling mistakes
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docs/api/en/core/BufferAttribute.html

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@@ -99,12 +99,12 @@ <h3>[property:Boolean normalized]</h3>
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<h3>[property:Function onUploadCallback]</h3>
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<p>
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A callback function that is executed after the Renderer has transfered the attribute array data to the GPU.
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A callback function that is executed after the Renderer has transferred the attribute array data to the GPU.
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</p>
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<h3>[property:Object updateRange]</h3>
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<p>Object containing:<br />
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[page:Integer offset]: Default is *0*. Position at whcih to start update.<br />
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[page:Integer offset]: Default is *0*. Position at which to start update.<br />
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[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
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This can be used to only update some components of stored vectors (for example, just the component
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Sets the value of the onUploadCallback property.<br /><br />
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In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
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after the buffer has been transfered to the GPU.
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after the buffer has been transferred to the GPU.
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</p>
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<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>

docs/api/en/core/Face3.html

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@@ -124,7 +124,7 @@ <h3>[method:Face3 clone]()</h3>
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<p>Creates a new clone of the Face3 object.</p>
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<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
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<p>Copy the paramaters of another Face3 into this.</p>
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<p>Copy the parameters of another Face3 into this.</p>
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<h2>Source</h2>

docs/api/en/core/Raycaster.html

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@@ -147,7 +147,7 @@ <h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )
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<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
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<p>
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[page:Object3D object] — The object to check for intersection with the ray.<br />
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[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.<br />
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[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is false.<br />
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[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
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</p>
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<p>
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<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
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<p>
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[page:Array objects] — The objects to check for intersection with the ray.<br />
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[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.<br />
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[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersection with the objects. Default is false.<br />
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[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
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</p>
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<p>

docs/api/en/core/Uniform.html

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@@ -201,7 +201,7 @@ <h2>Methods</h2>
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<h3>[method:Uniform clone]()</h3>
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<p>
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Returns a clone of this uniform.<br />
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If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assigment.
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If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
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Array values are shared between cloned [page:Uniform]s.<br /><br />
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See [example:webgldeferred_animation WebGL deferred animation] for an example of this method in use.
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</p>

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