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fix: Function is called noLights (plural)
Also remove en from url
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src/content/tutorials/en/lights-camera-materials.mdx

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@@ -101,7 +101,7 @@ Light is another essential part of a 3D scene, helping convey shape and depth. p
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- [`pointLight()`](/reference/p5/pointLight/): A point light emits light from a single point in all directions, similar to a lightbulb. This function accepts color and position arguments.
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- [`spotLight()`](/reference/p5/spotLight/): A spot light emits light from a single point in a single direction. This light is cast in a conical shape and its radius and concentration can be adjusted.
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- [`imageLight()`](/reference/p5/imageLight/): Using an image as a light source is like placing your scene inside a huge sphere textured with that image, sending light into the scene.
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- [`noLight()`](/reference/en/p5/noLight): Makes it so that all subsequently drawn geometry is rendered without any lighting. This can be useful when you want flat, unshaded geometry.
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- [`noLights()`](/reference/p5/noLights/): Makes it so that all subsequently drawn geometry is rendered without any lighting. This can be useful when you want flat, unshaded geometry.
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These lights should be used within `draw()`. One image light and up to 5 lights of each other kind can be used simultaneously per shape drawn, allowing you to compose a scene with varied and complex lighting sources. You can also contain light functions within `push()` and `pop()` to contain lights to just one section of code, allowing you to use a different set of lights for another shape. Since lighting is done per shape, each object in a scene will not cast shadows on other objects.
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