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Merge pull request #7321 from shibomb/fix-oldlink/references
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Fix broken links in website references
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davepagurek authored Oct 20, 2024
2 parents cfa4b96 + 28d0648 commit 983276d
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14 changes: 7 additions & 7 deletions src/core/constants.js
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Expand Up @@ -26,17 +26,17 @@ export const P2D = 'p2d';
*
* `WEBGL` differs from the default <a href="/reference/#/p5/P2D">`P2D`</a> 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 <a href="https://p5js.org/learn/getting-started-in-webgl-coords-and-transform.html">the learn page about coordinates and transformations</a>.
* - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like <a href="/reference/#/p5/box">box()</a>, <a href="/reference/#/p5/sphere">sphere()</a>, <a href="/reference/#/p5/cone">cone()</a>, and <a href="/#Shape3D%20Primitives">more</a>. See <a href="https://p5js.org/learn/getting-started-in-webgl-custom-geometry.html">the learn page about custom geometry</a> 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 <a href="https://p5js.org/tutorials/coordinates-and-transformations/">the tutorial page about coordinates and transformations</a>.
* - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like <a href="#/p5/box">box()</a>, <a href="#/p5/sphere">sphere()</a>, <a href="#/p5/cone">cone()</a>, and <a href="https://p5js.org/reference/#3D%20Primitives">more</a>. See <a href="https://p5js.org/tutorials/custom-geometry/">the tutorial page about custom geometry</a> 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 <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#3d-primitives-shapes">the wiki section about shapes</a> for a more information and an example.
* - **Textures** - A texture is like a skin that wraps onto a shape. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#textures">the wiki section about textures</a> for examples of mapping images onto surfaces with textures.
* - **Materials and Lighting** - `WEBGL` offers different types of lights like <a href="/reference/#/p5/ambientLight">ambientLight()</a> to place around a scene. Materials like <a href="/reference/#/p5/specularMaterial">specularMaterial()</a> reflect the lighting to convey shape and depth. See <a href="https://p5js.org/learn/getting-started-in-webgl-appearance.html">the learn page for styling and appearance</a> to experiment with different combinations.
* - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See <a href="https://p5js.org/learn/getting-started-in-webgl-appearance.html#camera">the learn page section about cameras</a> for an explanation of camera controls.
* - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using <a href="/reference/#/p5/loadFont">loadFont()</a>. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#text">the wiki section about text</a> 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 <a href="https://p5js.org/learn/getting-started-in-webgl-shaders.html">introduction to shaders</a> to get started with shaders in p5.js.
* - **Materials and Lighting** - `WEBGL` offers different types of lights like <a href="#/p5/ambientLight">ambientLight()</a> to place around a scene. Materials like <a href="#/p5/specularMaterial">specularMaterial()</a> reflect the lighting to convey shape and depth. See <a href="https://p5js.org/tutorials/lights-camera-materials/">the tutorial page for styling and appearance</a> to experiment with different combinations.
* - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See <a href="https://p5js.org/tutorials/lights-camera-materials#camera-and-view">the tutorial page section about cameras</a> for an explanation of camera controls.
* - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using <a href="#/p5/loadFont">loadFont()</a>. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#text">the wiki section about text</a> 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 <a href="https://p5js.org/tutorials/intro-to-shaders/">introduction to shaders</a> 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 <a href="https://p5js.org/learn/#:~:text=Getting%20Started%20in%20WebGL">all the interactive WEBGL tutorials</a> in the "Learn" section of this website, or read the wiki article <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5">"Getting started with WebGL in p5"</a>.
* To learn more about WEBGL mode, check out <a href="https://p5js.org/tutorials/#webgl">all the interactive WEBGL tutorials</a> in the "Tutorials" section of this website, or read the wiki article <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5">"Getting started with WebGL in p5"</a>.
*
* @property {String} WEBGL
* @final
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2 changes: 1 addition & 1 deletion src/core/environment.js
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Expand Up @@ -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.');
* }
* </code>
* </div>
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2 changes: 1 addition & 1 deletion src/core/shape/vertex.js
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Expand Up @@ -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
* <a href="https://p5js.org/learn/getting-started-in-webgl-shaders.html" target="_blank">writing a custom shader</a>.
* <a href="https://p5js.org/tutorials/intro-to-shaders/" target="_blank">writing a custom shader</a>.
*
* After calling <a href="#/p5/beginShape">beginShape()</a>, shapes can be
* built by calling <a href="#/p5/vertex">vertex()</a>,
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4 changes: 2 additions & 2 deletions src/events/acceleration.js
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Expand Up @@ -501,7 +501,7 @@ p5.prototype.setShakeThreshold = function(val) {
/**
* The <a href="#/p5/deviceMoved">deviceMoved()</a> 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 <a href="https://p5js.org/reference/#/p5/setMoveThreshold">setMoveThreshold()</a>.
* The threshold value can be changed using <a href="#/p5/setMoveThreshold">setMoveThreshold()</a>.
*
* @method deviceMoved
* @example
Expand Down Expand Up @@ -590,7 +590,7 @@ p5.prototype.setShakeThreshold = function(val) {
* The <a href="#/p5/deviceShaken">deviceShaken()</a> 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 <a href="https://p5js.org/reference/#/p5/setShakeThreshold">setShakeThreshold()</a>.
* The threshold value can be changed using <a href="#/p5/setShakeThreshold">setShakeThreshold()</a>.
*
* @method deviceShaken
* @example
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2 changes: 1 addition & 1 deletion src/webgl/material.js
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Expand Up @@ -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' <a href="https://github.com/aferriss/p5jsShaderExamples">repo of shader examples</a>
* or the <a href="https://p5js.org/learn/getting-started-in-webgl-shaders.html">Introduction to Shaders</a> tutorial.
* or the <a href="https://p5js.org/tutorials/intro-to-shaders/">Introduction to Shaders</a> tutorial.
*
* @method createFilterShader
* @param {String} fragSrc source code for the fragment shader.
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