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src/templates/pages/learn/getting-started-in-3d.hbs

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<h1>Getting Started with 3D in p5.js</h1>
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<p>p5.js is a powerful tool for creating 2D graphics but it's also capable of 3D graphics.
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There are some new concepts to learn before moving from 2D to 3D, this document will introduce some ideas
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Before we can get started in 3D there are some new concepts to learn and this document will introduce some ideas
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that will be important to any 3D sketch.</p>
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<div class="toc">
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<h2 id="coordinate_space">3D Coordinate Space: Positioning in 3D</h2>
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<div class="additionalInformation">
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It might be helpful to revisit the tutorial titled
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<a href="{{root}}/learn/coordinate-system-and-shapes.html">Coordinate System in Shapes</a>
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If coordinates systems aren't making sense it might be helpful to revisit the tutorial titled
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<a href="{{root}}/learn/coordinate-system-and-shapes.html">Coordinate System and Shapes</a>
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</div>
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<p>One of the most fundamental differences between working in 2D and working in 3D is the most obvious: there is
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size as it gets further away and has no vanishing point. </p>
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<p>Constantly moving and adjusting the camera in code can be tedious, especially when you are experimenting with
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ideas. p5.js has a special camera method, <a class="code">orbitControl()</a>, that can be used to zoom, pan,
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ideas. p5.js has a special camera method, <a class="code">orbitControl()</a>, that can be used to zoom, pan,
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and position the camera using the mouse.</p>
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<ul>
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<p>In p5 we have: </p>
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<ul>
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<li><a class="code" href="{{root}}/reference/#/p5/ambientLight">ambientLight()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/directionalLight">directionalLight()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/pointLight">pointLight()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/spotLight">spotLight()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/noLights">noLights()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/ambientLight">ambientLight()</a>
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<ul style="margin-left:15px;">
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<li>Ambient light makes everything display a little brighter, with no consideration for light position or
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direction.</li>
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</ul>
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</li>
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<li><a class="code" href="{{root}}/reference/#/p5/directionalLight">directionalLight()</a>
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<ul style="margin-left:15px;">
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<li>A directional light shines from one direction, which can be especially useful for communicating depth in
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a scene, or when a scene needs a 'sun' light. This method accepts a color and direction.</li>
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</ul>
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</li>
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<li><a class="code" href="{{root}}/reference/#/p5/pointLight">pointLight()</a>
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<ul style="margin-left:15px;">
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<li>A point light emits from a single point in all directions, similar to something like a lightbulb. This method accepts a color and a position for the light.</li>
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</ul>
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</li>
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<li><a class="code" href="{{root}}/reference/#/p5/spotLight">spotLight()</a>
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<ul style="margin-left:15px;">
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<li>A spot light emits from a single point in a single direction. This light is cast in a conical shape and it's radius and concentration can be adjusted.</li>
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</ul>
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</li>
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<li><a class="code" href="{{root}}/reference/#/p5/noLights">noLights()</a>
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<ul style="margin-left:15px;">
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<li>noLights() makes it so that all subsequent geometry is rendered without any lighting. This can be useful when you want flat, unshaded geometry.</li>
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</ul>
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</li>
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</ul>
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<p>Ambient light makes everything display a little brighter, with no consideration for light position or
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direction. A directional light on the other hand can be moved and rotated to shine directly on a geometry. The
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spot light is similar, but casts light evenly within a cone shape. Finally, noLights can be used to render a
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geometry without lighting, which is useful for displaying textures or solid colors. </p>
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<br />
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{{!-- sketch illustrating lighting of geometry --}}
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<iframe src="{{assets}}/learn/basic3D/lightingExample.html" width="720" height="350">
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<p>In p5 we have </p>
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<ul>
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<li><a class="code" href="{{root}}/reference/#/p5/normalMaterial">normalMaterial()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/ambientMaterial">ambientMaterial()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/emissiveMaterial">emissiveMaterial()</a></li>
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<li><a class="code" href="{{root}}/reference/#/p5/specularMaterial">specularMaterial()</a></li>
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</ul>
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<p>You can even draw to another image and apply it as a texture to the object. </p>
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<p>and more custom materials can be achieved through <a class="code">texture()</a> and shaders, which will be
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discussed more at length
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later. </p>
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<p>More custom materials can be achieved through using <a class="code">texture()</a> and shaders. These are a bit
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beyond the scope of this tutorial, so make sure to check out the <a
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href="{{root}}/learn/introduction-to-shaders.html">Introduction to Shaders</a> page when you are ready. </p>
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{{!-- sketch illustrating materials --}}
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<iframe src="{{assets}}/learn/basic3D/materialsExample.html" width="720" height="350">
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</iframe>
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{{!-- <iframe src="{{assets}}/learn/basic3D/materialsExample.html" width="720" height="350">
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</iframe> --}}
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<h2 id="glossary">Glossary</h2>
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<h3>World Space</h3>
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{{!-- <h3>World Space</h3>
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<p>A coordinate space that is relative to the world origin (0,0,0)</p>
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<h3>Screen Space</h3>
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<p>A coordinate space that is relative to the top left of the screen (0,0)</p>
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<p>A coordinate space that is relative to the top left of the screen (0,0)</p> --}}
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<h3>Model</h3>
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<p>A custom 3D geometry that can be saved and loaded from a file</p>

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