Skip to content

Commit de086bd

Browse files
committed
updated text and examples throughout
1 parent 0109f88 commit de086bd

File tree

5 files changed

+173
-37
lines changed

5 files changed

+173
-37
lines changed

i18n-tracking.yml

Lines changed: 28 additions & 28 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,12 @@
11
es:
22
src/data/en.yml:
3+
line 385: ' getting-started-in-webgl-custom-geometry-toc4'
4+
line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
5+
line 393: ' getting-started-in-webgl-custom-geometry-heading3'
6+
line 395: ' Now you should be able to create custom geometry, making it possible to create'
7+
line 396: ' unique shapes, both from other tools and from code. Spend some time working'
8+
line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
9+
line 406: ''
310
line 370: ''
411
line 374: ' p5.js has a number of 3D primitives that can be used to create basic shapes, like <a class="code">box()</a> or <a class="code">sphere()</a>, but p5.js'
512
line 375: ' is also capable of rendering complex custom geometry, either from files that are created in other 3D software'
@@ -9,8 +16,6 @@ es:
916
line 377: ' to create a basic geometry from scratch.'
1017
line 378: ' getting-started-in-webgl-custom-geometry-info1x1'
1118
line 379: ' If you are new to 3D it''s recommended that you check out the '
12-
line 385: ' getting-started-in-webgl-custom-geometry-toc3'
13-
line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
1419
line 398: ' can add color using materials or textures, which you can learn about in the <a href="{{root}}/learn/getting-started-in-webgl-appearance.html">Styling and Appearance</a> tutorial.'
1520
line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
1621
line 415: ' getting-started-in-webgl-custom-geometry-glossary-term2-title'
@@ -26,18 +31,13 @@ es:
2631
line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
2732
line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
2833
line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
29-
line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
30-
line 395: ' p5.js.'
31-
line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
32-
line 397: ' Note that there is currently no support for STL files with color, although you'
3334
line 399: ' getting-started-in-webgl-custom-geometry-heading2'
3435
line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
3536
line 401: ' Geometry can also be defined procedurally using code. This is a great way to create geometry that moves or is'
3637
line 402: ' formed using your own set of rules. There are a number of methods that can be used to create 3D geometry in a'
3738
line 403: ' way that is similar to 2D drawing in p5.js.'
3839
line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
3940
line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
40-
line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
4141
line 408: ' href="{{root}}/reference/#/p5/endShape">endShape()</a>'
4242
line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
4343
line 410: ' There is also a powerful class, p5.Geometry, which p5 uses internally for <a class="code">loadModel()</a> but can also be used to'
@@ -1850,6 +1850,13 @@ es:
18501850
line 431: ' '
18511851
hi:
18521852
src/data/en.yml:
1853+
line 385: ' getting-started-in-webgl-custom-geometry-toc4'
1854+
line 393: ' getting-started-in-webgl-custom-geometry-heading3'
1855+
line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
1856+
line 395: ' Now you should be able to create custom geometry, making it possible to create'
1857+
line 396: ' unique shapes, both from other tools and from code. Spend some time working'
1858+
line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
1859+
line 406: ''
18531860
line 370: ''
18541861
line 371: ' getting-started-in-webgl-custom-geometry-title'
18551862
line 373: ' getting-started-in-webgl-custom-geometry-p1x1'
@@ -1922,19 +1929,13 @@ hi:
19221929
line 382: ' getting-started-in-webgl-custom-geometry-toc-title'
19231930
line 383: ' getting-started-in-webgl-custom-geometry-toc1'
19241931
line 384: ' getting-started-in-webgl-custom-geometry-toc2'
1925-
line 385: ' getting-started-in-webgl-custom-geometry-toc3'
19261932
line 386: ' getting-started-in-webgl-custom-geometry-heading1'
19271933
line 387: ' getting-started-in-webgl-custom-geometry-p2x1'
19281934
line 388: ' Custom geometry can be imported into p5.js using either OBJ or STL files. These files are usually generated in'
19291935
line 389: ' a 3D modeling tool like Blender, which offers much more control when constructing a 3D scene. This is done using'
19301936
line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
19311937
line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
19321938
line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
1933-
line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
1934-
line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
1935-
line 395: ' p5.js.'
1936-
line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
1937-
line 397: ' Note that there is currently no support for STL files with color, although you'
19381939
line 398: ' can add color using materials or textures, which you can learn about in the <a href="{{root}}/learn/getting-started-in-webgl-appearance.html">Styling and Appearance</a> tutorial.'
19391940
line 399: ' getting-started-in-webgl-custom-geometry-heading2'
19401941
line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
@@ -1943,7 +1944,6 @@ hi:
19431944
line 403: ' way that is similar to 2D drawing in p5.js.'
19441945
line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
19451946
line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
1946-
line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
19471947
line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
19481948
line 408: ' href="{{root}}/reference/#/p5/endShape">endShape()</a>'
19491949
line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
@@ -1971,6 +1971,13 @@ hi:
19711971
line 431: ' '
19721972
ko:
19731973
src/data/en.yml:
1974+
line 385: ' getting-started-in-webgl-custom-geometry-toc4'
1975+
line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
1976+
line 393: ' getting-started-in-webgl-custom-geometry-heading3'
1977+
line 395: ' Now you should be able to create custom geometry, making it possible to create'
1978+
line 396: ' unique shapes, both from other tools and from code. Spend some time working'
1979+
line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
1980+
line 406: ''
19741981
line 370: ''
19751982
line 374: ' p5.js has a number of 3D primitives that can be used to create basic shapes, like <a class="code">box()</a> or <a class="code">sphere()</a>, but p5.js'
19761983
line 375: ' is also capable of rendering complex custom geometry, either from files that are created in other 3D software'
@@ -1980,8 +1987,6 @@ ko:
19801987
line 377: ' to create a basic geometry from scratch.'
19811988
line 378: ' getting-started-in-webgl-custom-geometry-info1x1'
19821989
line 379: ' If you are new to 3D it''s recommended that you check out the '
1983-
line 385: ' getting-started-in-webgl-custom-geometry-toc3'
1984-
line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
19851990
line 398: ' can add color using materials or textures, which you can learn about in the <a href="{{root}}/learn/getting-started-in-webgl-appearance.html">Styling and Appearance</a> tutorial.'
19861991
line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
19871992
line 415: ' getting-started-in-webgl-custom-geometry-glossary-term2-title'
@@ -1997,18 +2002,13 @@ ko:
19972002
line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
19982003
line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
19992004
line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
2000-
line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
2001-
line 395: ' p5.js.'
2002-
line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
2003-
line 397: ' Note that there is currently no support for STL files with color, although you'
20042005
line 399: ' getting-started-in-webgl-custom-geometry-heading2'
20052006
line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
20062007
line 401: ' Geometry can also be defined procedurally using code. This is a great way to create geometry that moves or is'
20072008
line 402: ' formed using your own set of rules. There are a number of methods that can be used to create 3D geometry in a'
20082009
line 403: ' way that is similar to 2D drawing in p5.js.'
20092010
line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
20102011
line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
2011-
line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
20122012
line 408: ' href="{{root}}/reference/#/p5/endShape">endShape()</a>'
20132013
line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
20142014
line 410: ' There is also a powerful class, p5.Geometry, which p5 uses internally for <a class="code">loadModel()</a> but can also be used to'
@@ -3821,6 +3821,13 @@ ko:
38213821
line 431: ' '
38223822
zh-Hans:
38233823
src/data/en.yml:
3824+
line 385: ' getting-started-in-webgl-custom-geometry-toc4'
3825+
line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
3826+
line 393: ' getting-started-in-webgl-custom-geometry-heading3'
3827+
line 395: ' Now you should be able to create custom geometry, making it possible to create'
3828+
line 396: ' unique shapes, both from other tools and from code. Spend some time working'
3829+
line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
3830+
line 406: ''
38243831
line 370: ''
38253832
line 374: ' p5.js has a number of 3D primitives that can be used to create basic shapes, like <a class="code">box()</a> or <a class="code">sphere()</a>, but p5.js'
38263833
line 375: ' is also capable of rendering complex custom geometry, either from files that are created in other 3D software'
@@ -3830,8 +3837,6 @@ zh-Hans:
38303837
line 377: ' to create a basic geometry from scratch.'
38313838
line 378: ' getting-started-in-webgl-custom-geometry-info1x1'
38323839
line 379: ' If you are new to 3D it''s recommended that you check out the '
3833-
line 385: ' getting-started-in-webgl-custom-geometry-toc3'
3834-
line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
38353840
line 398: ' can add color using materials or textures, which you can learn about in the <a href="{{root}}/learn/getting-started-in-webgl-appearance.html">Styling and Appearance</a> tutorial.'
38363841
line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
38373842
line 415: ' getting-started-in-webgl-custom-geometry-glossary-term2-title'
@@ -3847,18 +3852,13 @@ zh-Hans:
38473852
line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
38483853
line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
38493854
line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
3850-
line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
3851-
line 395: ' p5.js.'
3852-
line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
3853-
line 397: ' Note that there is currently no support for STL files with color, although you'
38543855
line 399: ' getting-started-in-webgl-custom-geometry-heading2'
38553856
line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
38563857
line 401: ' Geometry can also be defined procedurally using code. This is a great way to create geometry that moves or is'
38573858
line 402: ' formed using your own set of rules. There are a number of methods that can be used to create 3D geometry in a'
38583859
line 403: ' way that is similar to 2D drawing in p5.js.'
38593860
line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
38603861
line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
3861-
line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
38623862
line 408: ' href="{{root}}/reference/#/p5/endShape">endShape()</a>'
38633863
line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
38643864
line 410: ' There is also a powerful class, p5.Geometry, which p5 uses internally for <a class="code">loadModel()</a> but can also be used to'

src/data/en.yml

Lines changed: 7 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -382,6 +382,7 @@ learn:
382382
getting-started-in-webgl-custom-geometry-toc1: Loading 3D Models from File
383383
getting-started-in-webgl-custom-geometry-toc2: Creating Basic Procedural Geometry
384384
getting-started-in-webgl-custom-geometry-toc3: Glossary
385+
getting-started-in-webgl-custom-geometry-toc4: Conclusion
385386
getting-started-in-webgl-custom-geometry-heading1: Loading 3D Models from File
386387
getting-started-in-webgl-custom-geometry-p2x1: >-
387388
Custom geometry can be imported into p5.js using either OBJ or STL files. These files are usually generated in
@@ -408,6 +409,11 @@ learn:
408409
getting-started-in-webgl-custom-geometry-p6x1: >-
409410
There is also a powerful class, p5.Geometry, which p5 uses internally for <a class="code">loadModel()</a> but can also be used to
410411
define custom geometry, offering tools that can be helpful in calculating faces and normals.
412+
getting-started-in-webgl-custom-geometry-heading3: Conclusion
413+
getting-started-in-webgl-custom-geometry-p7x1: >-
414+
Now you should be able to create custom geometry, making it possible to create
415+
unique shapes, both from other tools and from code. Spend some time working
416+
with a variety of 3D modeling tools so you can find the one that works best for you.
411417
getting-started-in-webgl-custom-geometry-glossary-title: Glossary
412418
getting-started-in-webgl-custom-geometry-glossary-term1-title: Procedural
413419
getting-started-in-webgl-custom-geometry-glossary-term1-definition: Meaning that something is defined mathematically, instead of from stored data, like a file.
@@ -427,7 +433,7 @@ learn:
427433
getting-started-in-webgl-custom-geometry-glossary-term6-definition: The direction that is perpendicular to a face, which is often needed when calculating lighting or using materials.
428434
getting-started-in-webgl-custom-geometry-glossary-term7-title: Normalization
429435
getting-started-in-webgl-custom-geometry-glossary-term7-definition: Changing something so that it fits within a standard range.
430-
436+
431437
getting-started-in-webgl-appearance-title: Styling and Appearance
432438
getting-started-in-webgl-appearance: The basics of materials and lighting in WebGL
433439
getting-started-in-webgl-shaders-title: Introduction to Shaders

0 commit comments

Comments
 (0)