diff --git a/src/color/p5.Color.js b/src/color/p5.Color.js index dfcd07a744..01b2c7fca5 100644 --- a/src/color/p5.Color.js +++ b/src/color/p5.Color.js @@ -705,7 +705,6 @@ p5.Color = class Color { * @param {Number} alpha the new alpha value. * * @example - * @example *
* function setup() {
diff --git a/src/math/random.js b/src/math/random.js
index 27916de222..f5d5568f9d 100644
--- a/src/math/random.js
+++ b/src/math/random.js
@@ -260,7 +260,6 @@ p5.prototype.randomSeed = function(seed) {
* @method random
* @param {Array} choices array to choose from.
* @return {*} random element from the array.
- * @example
*/
p5.prototype.random = function(min, max) {
p5._validateParameters('random', arguments);
diff --git a/src/webgl/material.js b/src/webgl/material.js
index a503548227..cf87b4518b 100644
--- a/src/webgl/material.js
+++ b/src/webgl/material.js
@@ -2334,7 +2334,7 @@ p5.prototype.metalness = function (metallic) {
* @param {Number[]} color The currently set color, with values in 0-1 range
* @param {Boolean} [hasTransparency] Whether the shape being drawn has other
* transparency internally, e.g. via vertex colors
- * @return {Number[]]} Normalized numbers array
+ * @return {Number[]} Normalized numbers array
*/
p5.RendererGL.prototype._applyColorBlend = function(colors, hasTransparency) {
const gl = this.GL;
diff --git a/src/webgl/p5.Quat.js b/src/webgl/p5.Quat.js
index 625595ccc0..23a7d9db7b 100644
--- a/src/webgl/p5.Quat.js
+++ b/src/webgl/p5.Quat.js
@@ -69,7 +69,6 @@ p5.Quat = class {
* This was taken from the below stackexchange link
* https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion/50545#50545
* @param {p5.Vector} [p] vector to rotate on the axis quaternion
- * @returns
*/
rotateVector(p) {
return new p5.Vector.mult( p, this.w*this.w - this.vec.dot(this.vec) )
diff --git a/src/webgl/p5.RendererGL.Immediate.js b/src/webgl/p5.RendererGL.Immediate.js
index 42e71fc115..47a656fa83 100644
--- a/src/webgl/p5.RendererGL.Immediate.js
+++ b/src/webgl/p5.RendererGL.Immediate.js
@@ -321,7 +321,7 @@ p5.RendererGL.prototype._processVertices = function(mode) {
* Called from _processVertices(). This function calculates the stroke vertices for custom shapes and
* tesselates shapes when applicable.
* @private
- * @returns {Array[Number]} indices for custom shape vertices indicating edges.
+ * @returns {Number[]} indices for custom shape vertices indicating edges.
*/
p5.RendererGL.prototype._calculateEdges = function(
shapeMode,