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,