diff --git a/src/core/constants.js b/src/core/constants.js index 241e67066a..bf28b50164 100644 --- a/src/core/constants.js +++ b/src/core/constants.js @@ -26,17 +26,17 @@ export const P2D = 'p2d'; * * `WEBGL` differs from the default `P2D` renderer in the following ways: * - * - **Coordinate System** - When drawing in `WEBGL` mode, the origin point (0,0,0) is located at the center of the screen, not the top-left corner. See the learn page about coordinates and transformations. - * - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like box(), sphere(), cone(), and more. See the learn page about custom geometry to make more complex objects. + * - **Coordinate System** - When drawing in `WEBGL` mode, the origin point (0,0,0) is located at the center of the screen, not the top-left corner. See the tutorial page about coordinates and transformations. + * - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like box(), sphere(), cone(), and more. See the tutorial page about custom geometry to make more complex objects. * - **Shape Detail** - When drawing in `WEBGL` mode, you can specify how smooth curves should be drawn by using a `detail` parameter. See the wiki section about shapes for a more information and an example. * - **Textures** - A texture is like a skin that wraps onto a shape. See the wiki section about textures for examples of mapping images onto surfaces with textures. - * - **Materials and Lighting** - `WEBGL` offers different types of lights like ambientLight() to place around a scene. Materials like specularMaterial() reflect the lighting to convey shape and depth. See the learn page for styling and appearance to experiment with different combinations. - * - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See the learn page section about cameras for an explanation of camera controls. - * - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using loadFont(). See the wiki section about text for details, along with a workaround. - * - **Shaders** - Shaders are hardware accelerated programs that can be used for a variety of effects and graphics. See the introduction to shaders to get started with shaders in p5.js. + * - **Materials and Lighting** - `WEBGL` offers different types of lights like ambientLight() to place around a scene. Materials like specularMaterial() reflect the lighting to convey shape and depth. See the tutorial page for styling and appearance to experiment with different combinations. + * - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See the tutorial page section about cameras for an explanation of camera controls. + * - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using loadFont(). See the wiki section about text for details, along with a workaround. + * - **Shaders** - Shaders are hardware accelerated programs that can be used for a variety of effects and graphics. See the introduction to shaders to get started with shaders in p5.js. * - **Graphics Acceleration** - `WEBGL` mode uses the graphics card instead of the CPU, so it may help boost the performance of your sketch (example: drawing more shapes on the screen at once). * - * To learn more about WEBGL mode, check out all the interactive WEBGL tutorials in the "Learn" section of this website, or read the wiki article "Getting started with WebGL in p5". + * To learn more about WEBGL mode, check out all the interactive WEBGL tutorials in the "Tutorials" section of this website, or read the wiki article "Getting started with WebGL in p5". * * @property {String} WEBGL * @final diff --git a/src/core/environment.js b/src/core/environment.js index e4a73ea835..4d15491948 100644 --- a/src/core/environment.js +++ b/src/core/environment.js @@ -1165,7 +1165,7 @@ function exitFullscreen() { * textWrap(CHAR); * text(url, 0, 40, 100); * - * describe('The URL "https://p5js.org/reference/#/p5/getURL" written in black on a gray background.'); + * describe('The URL "https://p5js.org/reference/p5/getURL" written in black on a gray background.'); * } * * diff --git a/src/core/shape/vertex.js b/src/core/shape/vertex.js index 722b26d716..2a854077d1 100644 --- a/src/core/shape/vertex.js +++ b/src/core/shape/vertex.js @@ -1359,7 +1359,7 @@ p5.prototype.endContour = function() { * The `count` parameter tells WebGL mode how many copies to draw. For * example, calling `endShape(CLOSE, 400)` after drawing a custom shape will * make it efficient to draw 400 copies. This feature requires - * writing a custom shader. + * writing a custom shader. * * After calling beginShape(), shapes can be * built by calling vertex(), diff --git a/src/events/acceleration.js b/src/events/acceleration.js index 1ec500be21..0c574b3d48 100644 --- a/src/events/acceleration.js +++ b/src/events/acceleration.js @@ -501,7 +501,7 @@ p5.prototype.setShakeThreshold = function(val) { /** * The deviceMoved() function is called when the device is moved by more than * the threshold value along X, Y or Z axis. The default threshold is set to 0.5. - * The threshold value can be changed using setMoveThreshold(). + * The threshold value can be changed using setMoveThreshold(). * * @method deviceMoved * @example @@ -590,7 +590,7 @@ p5.prototype.setShakeThreshold = function(val) { * The deviceShaken() function is called when the device total acceleration * changes of accelerationX and accelerationY values is more than * the threshold value. The default threshold is set to 30. - * The threshold value can be changed using setShakeThreshold(). + * The threshold value can be changed using setShakeThreshold(). * * @method deviceShaken * @example diff --git a/src/webgl/material.js b/src/webgl/material.js index 642a40b3fd..5a8a7c427d 100644 --- a/src/webgl/material.js +++ b/src/webgl/material.js @@ -563,7 +563,7 @@ p5.prototype.createShader = function (vertSrc, fragSrc, options) { * `vTexCoord` describes where on the canvas the pixel will be drawn. * * For more info about filters and shaders, see Adam Ferriss' repo of shader examples - * or the Introduction to Shaders tutorial. + * or the Introduction to Shaders tutorial. * * @method createFilterShader * @param {String} fragSrc source code for the fragment shader.