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fix minor typos
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@@ -105,7 +105,7 @@ import processing.opengl.PShader;
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* <h2>Using xxxxImpl() for subclassing smoothness</h2> The xxxImpl() methods
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* are generally renderer-specific handling for some subset if tasks for a
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* particular function (vague enough for you?) For instance, imageImpl() handles
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* drawing an image whose x/y/w/h and u/v coords have been specified, and screen
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* drawing an image whose x/y/w/h and u/v coordinates have been specified, and screen
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* placement (independent of imageMode) has been determined. There's no point in
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* all renderers implementing the <tt>if (imageMode == BLAH)</tt>
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* placement/sizing logic, so that's handled by PGraphics, which then calls
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@@ -7352,8 +7352,8 @@ public class PGraphics extends PImage implements PConstants {
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* falloff = 1 / (CONSTANT + d * LINEAR + (d*d) * QUADRATIC)<br />
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* <br />
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* Thinking about an ambient light with a falloff can be tricky. If you want a
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* region of your scene to be lit ambiently with one color and another region to
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* be lit ambiently with another color, you could use an ambient light with
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* region of your scene to be ambient lit with one color and another region to
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* be ambient lit with another color, you could use an ambient light with
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* location and falloff. You can think of it as a point light that doesn't care
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* which direction a surface is facing.
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*
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@@ -8089,7 +8089,7 @@ public class PGraphics extends PImage implements PConstants {
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* <br />
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* The <b>blue()</b> function is easy to use and understand, but it is slower
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* than a technique called bit masking. When working in <b>colorMode(RGB,
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* 255)</b>, you can acheive the same results as <b>blue()</b> but with greater
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* 255)</b>, you can achieve the same results as <b>blue()</b> but with greater
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* speed by using a bit mask to remove the other color components. For example,
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* the following two lines of code are equivalent means of getting the blue
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* value of the color value <b>c</b>:<br />
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