Skip to content

Fix broken links in website references #7321

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 2 commits into from
Oct 20, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 7 additions & 7 deletions src/core/constants.js
Original file line number Diff line number Diff line change
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
Expand Down
2 changes: 1 addition & 1 deletion src/core/environment.js
Original file line number Diff line number Diff line change
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>
Expand Down
2 changes: 1 addition & 1 deletion src/core/shape/vertex.js
Original file line number Diff line number Diff line change
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>,
Expand Down
4 changes: 2 additions & 2 deletions src/events/acceleration.js
Original file line number Diff line number Diff line change
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
Expand Down
2 changes: 1 addition & 1 deletion src/webgl/material.js
Original file line number Diff line number Diff line change
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.
Expand Down
Loading