@@ -653,12 +653,12 @@ function Material(ambient, diffuse, specular,shininess,emission) {
653653 this . shininess = ( shininess == null ) ? 0 : Math . min ( Math . max ( 0 , shininess ) , 128 ) ;
654654 /** Ambient reflection of this material.<p>
655655 * Ambient reflection indicates how much an object reflects
656- * ambient colors, those that color pixels the same way regardless
656+ * ambient colors, those that color pixels the same way regardless
657657 * of direction or distance.
658658 * Because every part of an object will be shaded the same way by ambient
659659 * light, an object with just ambient reflection will not look much like a 3D object.<p>
660660 * This value is a 3-element array giving the red, green, and blue
661- * components of the ambient reflection; the final ambient color depends
661+ * components of the ambient reflection; the final ambient color depends
662662 * on the ambient color of the scene.
663663 * (0,0,0) means no ambient reflection,
664664 * and (1,1,1) means total ambient reflection.<p>
@@ -669,13 +669,13 @@ function Material(ambient, diffuse, specular,shininess,emission) {
669669 */
670670 this . ambient = ambient ? ambient . slice ( 0 , 3 ) : [ 0.2 , 0.2 , 0.2 ] ;
671671 /**
672- * Diffuse reflection of this material. Diffuse reflection is the color that a material
673- * reflects equally in all directions. Because different parts of an object are shaded
672+ * Diffuse reflection of this material. Diffuse reflection is the color that a material
673+ * reflects equally in all directions. Because different parts of an object are shaded
674674 * differently depending
675675 * on how directly they face diffuse lights, diffuse reflection can contribute
676676 * much of the 3D effect of that object.<p>
677677 * This value is a 4-element array giving the red, green, blue, and
678- * alpha components of the diffuse reflection; the final diffuse color depends
678+ * alpha components of the diffuse reflection; the final diffuse color depends
679679 * on the reflected colors of lights that shine on the material.
680680 * (0,0,0,1) means no diffuse reflection,
681681 * and (1,1,1,1) means total diffuse reflection.<p>
@@ -694,7 +694,7 @@ function Material(ambient, diffuse, specular,shininess,emission) {
694694 * specular light doesn't scatter very much to other parts of an object.
695695 * Specular reflection can make an object shiny.
696696 * This value is a 3-element array giving the red, green, and blue
697- * components of the ambient reflection; the final specular color depends
697+ * components of the ambient reflection; the final specular color depends
698698 * on the specular color of lights that shine on the material.
699699 * (0,0,0) means no specular reflection,
700700 * and (1,1,1) means total specular reflection.<p>
@@ -708,7 +708,7 @@ function Material(ambient, diffuse, specular,shininess,emission) {
708708* default shader if [Scene3D.disableLighting()]{@link glutil.Scene3D#disableLighting}
709709* is called, disabling lighting calculations).<p>
710710* This value is a 3-element array giving the red, green, and blue
711- * components.
711+ * components.
712712* For each of the three color components, positive values add to that component,
713713* while negative values subtract from it. (0,0,0) means no additive color.
714714 */
@@ -1642,8 +1642,8 @@ Scene3D.prototype.setViewMatrix=function(matrix){
16421642* the point in world space that the camera is looking at. May be null or omitted,
16431643* in which case the default is the coordinates (0,0,0).
16441644* @param {Array<number> } [up] A 3-element vector specifying
1645- * the direction from the center of the camera to its top. This parameter may
1646- * be null or omitted, in which case the default is the vector (0, 1, 0),
1645+ * the direction from the center of the camera to its top. This parameter may
1646+ * be null or omitted, in which case the default is the vector (0, 1, 0),
16471647* the vector that results when the camera is held upright. This
16481648* vector must not point in the same or opposite direction as
16491649* the camera's view direction. (For best results, rotate the vector (0, 1, 0)
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