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<p>The camera is an essential piece of a 3D scene; it gives us the sense of space and dimension that we are
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often looking for in 3D. In p5.js, the WebGL mode provides us with a perspective camera by default, but we can
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change this using <aclass="code"href="{{root}}/reference/#/p5/perspective">perspective()</a> or <aclass="code"href="{{root}}/reference/#/p5/ortho">ortho()</a>.</p>
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change this using <aclass="code"href="{{root}}/reference/#/p5/perspective">perspective()</a> or <a
<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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<li>A point light emits from a single point in all directions, similar to something like a lightbulb. This
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method accepts a color and a position for the light.</li>
<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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<li>A spot light emits from a single point in a single direction. This light is cast in a conical shape and
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it's radius and concentration can be adjusted.</li>
<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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<li>noLights() makes it so that all subsequent geometry is rendered without any lighting. This can be useful
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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>
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These lights should be used within <aclass="code">draw()</a>. Up to 5 lights can be used in a scene simultaneously,
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These lights should be used within <aclass="code">draw()</a>. Up to 5 lights can be used in a scene
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simultaneously,
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allowing you to compose a scene with varied and complex lighting sources.
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</p>
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@@ -241,8 +250,9 @@ function draw() {
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<h2id="materials">Materials and Textures</h2>
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<p>3D is not all about geometry, objects can appear differently based on their material. Materials dictate how
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light interacts with the geometry and how color (or texture) gets applied to the object. Materials can be really
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flexible and each can have unique properties. </p>
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light interacts with the geometry and how color (or texture) gets applied to the object. Materials can be
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varied,
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making objects shiny, rough, or even textured with images. </p>
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