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Copy file name to clipboardExpand all lines: i18n-tracking.yml
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line 385: ' getting-started-in-webgl-custom-geometry-toc4'
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line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
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line 393: ' getting-started-in-webgl-custom-geometry-heading3'
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line 395: ' Now you should be able to create custom geometry, making it possible to create'
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line 396: ' unique shapes, both from other tools and from code. Spend some time working'
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line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
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line 406: ''
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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'
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line 375: ' is also capable of rendering complex custom geometry, either from files that are created in other 3D software'
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line 377: ' to create a basic geometry from scratch.'
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line 378: ' getting-started-in-webgl-custom-geometry-info1x1'
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line 379: ' If you are new to 3D it''s recommended that you check out the '
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line 385: ' getting-started-in-webgl-custom-geometry-toc3'
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line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
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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.'
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line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
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line 415: ' getting-started-in-webgl-custom-geometry-glossary-term2-title'
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line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
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line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
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line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
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line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
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line 395: ' p5.js.'
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line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
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line 397: ' Note that there is currently no support for STL files with color, although you'
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line 399: ' getting-started-in-webgl-custom-geometry-heading2'
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line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
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line 401: ' Geometry can also be defined procedurally using code. This is a great way to create geometry that moves or is'
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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'
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line 403: ' way that is similar to 2D drawing in p5.js.'
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line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
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line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
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line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
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line 408: ' href="{{root}}/reference/#/p5/endShape">endShape()</a>'
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line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
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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'
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src/data/en.yml:
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line 385: ' getting-started-in-webgl-custom-geometry-toc4'
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line 393: ' getting-started-in-webgl-custom-geometry-heading3'
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line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
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line 395: ' Now you should be able to create custom geometry, making it possible to create'
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line 396: ' unique shapes, both from other tools and from code. Spend some time working'
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line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
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line 371: ' getting-started-in-webgl-custom-geometry-title'
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line 373: ' getting-started-in-webgl-custom-geometry-p1x1'
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line 382: ' getting-started-in-webgl-custom-geometry-toc-title'
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line 383: ' getting-started-in-webgl-custom-geometry-toc1'
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line 386: ' getting-started-in-webgl-custom-geometry-heading1'
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line 387: ' getting-started-in-webgl-custom-geometry-p2x1'
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line 388: ' Custom geometry can be imported into p5.js using either OBJ or STL files. These files are usually generated in'
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line 389: ' a 3D modeling tool like Blender, which offers much more control when constructing a 3D scene. This is done using'
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line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
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line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
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line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
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line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
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line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
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line 395: ' p5.js.'
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line 397: ' Note that there is currently no support for STL files with color, although you'
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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.'
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line 399: ' getting-started-in-webgl-custom-geometry-heading2'
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line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
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line 403: ' way that is similar to 2D drawing in p5.js.'
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line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
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line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
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line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
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line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
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line 408: ' href="{{root}}/reference/#/p5/endShape">endShape()</a>'
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line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
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line 385: ' getting-started-in-webgl-custom-geometry-toc4'
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line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
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line 393: ' getting-started-in-webgl-custom-geometry-heading3'
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line 395: ' Now you should be able to create custom geometry, making it possible to create'
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line 396: ' unique shapes, both from other tools and from code. Spend some time working'
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line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
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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'
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line 375: ' is also capable of rendering complex custom geometry, either from files that are created in other 3D software'
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line 377: ' to create a basic geometry from scratch.'
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line 378: ' getting-started-in-webgl-custom-geometry-info1x1'
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line 379: ' If you are new to 3D it''s recommended that you check out the '
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line 385: ' getting-started-in-webgl-custom-geometry-toc3'
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line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
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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.'
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line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
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line 415: ' getting-started-in-webgl-custom-geometry-glossary-term2-title'
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line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
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line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
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line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
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line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
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line 395: ' p5.js.'
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line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
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line 397: ' Note that there is currently no support for STL files with color, although you'
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line 399: ' getting-started-in-webgl-custom-geometry-heading2'
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line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
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line 401: ' Geometry can also be defined procedurally using code. This is a great way to create geometry that moves or is'
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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'
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line 403: ' way that is similar to 2D drawing in p5.js.'
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line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
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line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
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line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
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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'
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line 385: ' getting-started-in-webgl-custom-geometry-toc4'
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line 394: ' getting-started-in-webgl-custom-geometry-p7x1'
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line 393: ' getting-started-in-webgl-custom-geometry-heading3'
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line 395: ' Now you should be able to create custom geometry, making it possible to create'
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line 396: ' unique shapes, both from other tools and from code. Spend some time working'
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line 397: ' with a variety of 3D modeling tools so you can find the one that works best for you.'
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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'
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line 375: ' is also capable of rendering complex custom geometry, either from files that are created in other 3D software'
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line 377: ' to create a basic geometry from scratch.'
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line 378: ' getting-started-in-webgl-custom-geometry-info1x1'
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line 379: ' If you are new to 3D it''s recommended that you check out the '
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line 385: ' getting-started-in-webgl-custom-geometry-toc3'
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line 394: ' <a class="code">loadModel()</a> method includes a normalize parameter that will resize the model to something that works better in'
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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.'
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line 407: ' href="{{root}}/reference/#/p5/vertex">vertex()</a>, and <a class="code"'
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line 390: ' the <a class="code" href="{{root}}/reference/#/p5/loadModel">loadModel()</a> method, which should be used within <a class="code">preload()</a>.'
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line 391: ' getting-started-in-webgl-custom-geometry-p3x1'
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line 392: ' A common issue that can come up with custom models is scaling. Depending on how the model is constructed, it'
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line 393: ' might be a much different size when rendered in p5.js, or even be too small to be rendered at all. The'
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line 396: ' getting-started-in-webgl-custom-geometry-info2x1'
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line 397: ' Note that there is currently no support for STL files with color, although you'
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line 399: ' getting-started-in-webgl-custom-geometry-heading2'
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line 400: ' getting-started-in-webgl-custom-geometry-p4x1'
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line 401: ' Geometry can also be defined procedurally using code. This is a great way to create geometry that moves or is'
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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'
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line 403: ' way that is similar to 2D drawing in p5.js.'
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line 404: ' getting-started-in-webgl-custom-geometry-p5x1'
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line 405: ' There are also methods that offer greater control of the geometry. A shape can be defined point-by-point using'
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line 406: ' <a class="code" href="{{root}}/reference/#/p5/beginShape">beginShape()</a>, <a class="code"'
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line 409: ' getting-started-in-webgl-custom-geometry-p6x1'
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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'
getting-started-in-webgl-custom-geometry-glossary-term1-definition: Meaning that something is defined mathematically, instead of from stored data, like a file.
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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.
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