diff --git a/threejs/lessons/threejs-fundamentals.md b/threejs/lessons/threejs-fundamentals.md index fb14a12fd..7842e04bf 100644 --- a/threejs/lessons/threejs-fundamentals.md +++ b/threejs/lessons/threejs-fundamentals.md @@ -135,14 +135,15 @@ like `CSSRenderer`, a `CanvasRenderer` and in the future there may be a `WebGL2Renderer` or `WebGPURenderer`. For now there's the `WebGLRenderer` that uses WebGL to render 3D to the canvas. -Note there are some esoteric details here. If you don't pass a canvas -into three.js it will create one for you but then you have to add it -to your document. Where to add it may change depending on your use case -and you'll have to change your code so I find that passing a canvas -to three.js feels a little more flexible. I can put the canvas anywhere -and the code will find it where as if I had code to insert the canvas -into to the document I'd likely have to change that code if my use case -changed. +Note there are some esoteric details here. For three.js to work, it must +have a canvas. You have a choice of either passing a canvas into three.js +or not. If you decide not to pass a canvas into three.js, a canvas will be +created for you. The canvas that was created will still have to be added to +your document. I think passing a canvas to three.js feels more flexible +because the canvas can be put anywhere, and the code will still find it. +Otherwise, not passing in a canvas into three.js might cause two problems. +First, your use case might change. Lastly, changes will have to be made +to the code. Next up we need a camera. We'll create a `PerspectiveCamera`.