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authorRémi Verschelde <rverschelde@gmail.com>2021-05-20 12:07:26 +0200
committerRémi Verschelde <rverschelde@gmail.com>2021-05-20 12:38:56 +0200
commit4219a4cb6fba8062abdfaea28e7ae04d42cfe7d7 (patch)
tree21e9989d1453ddb915e36918a75ed6d71d429ac1 /modules/webxr
parent42b6602f1d4b108cecb94b94c0d2b645acaebd4f (diff)
Fix typos with codespell
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
Diffstat (limited to 'modules/webxr')
-rw-r--r--modules/webxr/doc_classes/WebXRInterface.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml
index 2407d44496..9b3a063ef5 100644
--- a/modules/webxr/doc_classes/WebXRInterface.xml
+++ b/modules/webxr/doc_classes/WebXRInterface.xml
@@ -7,7 +7,7 @@
WebXR is an open standard that allows creating VR and AR applications that run in the web browser.
As such, this interface is only available when running in an HTML5 export.
WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).
- Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to intialize than other AR/VR interfaces.
+ Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to initialize than other AR/VR interfaces.
Here's the minimum code required to start an immersive VR session:
[codeblock]
extends Node3D