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[css-transforms-2] Fix inconsistent indentation by converting some spaces to tabs.
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css-transforms-2/Overview.bs

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -350,7 +350,7 @@ Note: Because the 3D-transformed elements in a 3D rendering context can all dept
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perspective: 500px;
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}
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.container {
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transform-style: preserve-3d;
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transform-style: preserve-3d;
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}
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.container > div {
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position: absolute;
@@ -726,8 +726,8 @@ serialization must take this into account:
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:: If a translation is specified,
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the property must serialize with one through three values.
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(As usual, if the second and third values are ''0px'', the default,
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or if only the third value is ''0px'',
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then those ''0px'' values must be omitted when serializing).
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or if only the third value is ''0px'',
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then those ''0px'' values must be omitted when serializing).
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It must serialize as the keyword ''translate/none''
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if and only if ''translate/none'' was originally specified.
@@ -751,11 +751,11 @@ serialization must take this into account:
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: for 'scale'
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:: If a scale is specified,
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the property must serialize with only one through three values.
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As usual, if the third value is 1, the default,
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then it is omitted when serializing.
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If the third value is omitted
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and the second value is the same as the first (the default),
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then the second value is also omitted when serializing.
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As usual, if the third value is 1, the default,
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then it is omitted when serializing.
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If the third value is omitted
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and the second value is the same as the first (the default),
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then the second value is also omitted when serializing.
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It must serialize as the keyword ''scale/none''
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if and only if ''scale/none'' was originally specified.
@@ -1345,13 +1345,13 @@ One translation unit on a matrix is equivalent to 1 pixel in the local coordinat
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where:
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$$sc = \sin (\alpha/2) \cdot \cos (\alpha/2)$$
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$$sq = \sin^2 (\alpha/2)$$
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$$sq = \sin^2 (\alpha/2)$$
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and where x, y, and z have been normalized
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(that is,
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where the x, y, and z values given
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have been divided by
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the square root of the sum of their squares).
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and where x, y, and z have been normalized
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(that is,
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where the x, y, and z values given
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have been divided by
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the square root of the sum of their squares).
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<div class=note>
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Note that this means that a rotation around the X axis simplifies to:

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