You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: src/core/constants.js
+7-7Lines changed: 7 additions & 7 deletions
Original file line number
Diff line number
Diff line change
@@ -26,17 +26,17 @@ export const P2D = 'p2d';
26
26
*
27
27
* `WEBGL` differs from the default <a href="/reference/#/p5/P2D">`P2D`</a> renderer in the following ways:
28
28
*
29
-
* - **Coordinate System** - When drawing in `WEBGL` mode, the origin point (0,0,0) is located at the center of the screen, not the top-left corner. See <a href="https://p5js.org/learn/getting-started-in-webgl-coords-and-transform.html">the learn page about coordinates and transformations</a>.
30
-
* - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like <a href="/reference/#/p5/box">box()</a>, <a href="/reference/#/p5/sphere">sphere()</a>, <a href="/reference/#/p5/cone">cone()</a>, and <a href="/#Shape3D%20Primitives">more</a>. See <a href="https://p5js.org/learn/getting-started-in-webgl-custom-geometry.html">the learn page about custom geometry</a> to make more complex objects.
29
+
* - **Coordinate System** - When drawing in `WEBGL` mode, the origin point (0,0,0) is located at the center of the screen, not the top-left corner. See <a href="https://p5js.org/tutorials/coordinates-and-transformations/">the tutorial page about coordinates and transformations</a>.
30
+
* - **3D Shapes** - `WEBGL` mode can be used to draw 3-dimensional shapes like <a href="#/p5/box">box()</a>, <a href="#/p5/sphere">sphere()</a>, <a href="#/p5/cone">cone()</a>, and <a href="#/#3D%20Primitives">more</a>. See <a href="https://p5js.org/tutorials/custom-geometry/">the tutorial page about custom geometry</a> to make more complex objects.
31
31
* - **Shape Detail** - When drawing in `WEBGL` mode, you can specify how smooth curves should be drawn by using a `detail` parameter. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#3d-primitives-shapes">the wiki section about shapes</a> for a more information and an example.
32
32
* - **Textures** - A texture is like a skin that wraps onto a shape. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#textures">the wiki section about textures</a> for examples of mapping images onto surfaces with textures.
33
-
* - **Materials and Lighting** - `WEBGL` offers different types of lights like <a href="/reference/#/p5/ambientLight">ambientLight()</a> to place around a scene. Materials like <a href="/reference/#/p5/specularMaterial">specularMaterial()</a> reflect the lighting to convey shape and depth. See <a href="https://p5js.org/learn/getting-started-in-webgl-appearance.html">the learn page for styling and appearance</a> to experiment with different combinations.
34
-
* - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See <a href="https://p5js.org/learn/getting-started-in-webgl-appearance.html#camera">the learn page section about cameras</a> for an explanation of camera controls.
35
-
* - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using <a href="/reference/#/p5/loadFont">loadFont()</a>. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#text">the wiki section about text</a> for details, along with a workaround.
36
-
* - **Shaders** - Shaders are hardware accelerated programs that can be used for a variety of effects and graphics. See the <a href="https://p5js.org/learn/getting-started-in-webgl-shaders.html">introduction to shaders</a> to get started with shaders in p5.js.
33
+
* - **Materials and Lighting** - `WEBGL` offers different types of lights like <a href="#/p5/ambientLight">ambientLight()</a> to place around a scene. Materials like <a href="#/p5/specularMaterial">specularMaterial()</a> reflect the lighting to convey shape and depth. See <a href="https://p5js.org/tutorials/lights-camera-materials/">the tutorial page for styling and appearance</a> to experiment with different combinations.
34
+
* - **Camera** - The viewport of a `WEBGL` sketch can be adjusted by changing camera attributes. See <a href="https://p5js.org/tutorials/lights-camera-materials#camera-and-view">the tutorial page section about cameras</a> for an explanation of camera controls.
35
+
* - **Text** - `WEBGL` requires opentype/truetype font files to be preloaded using <a href="#/p5/loadFont">loadFont()</a>. See <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5#text">the wiki section about text</a> for details, along with a workaround.
36
+
* - **Shaders** - Shaders are hardware accelerated programs that can be used for a variety of effects and graphics. See the <a href="https://p5js.org/tutorials/intro-to-shaders/">introduction to shaders</a> to get started with shaders in p5.js.
37
37
* - **Graphics Acceleration** - `WEBGL` mode uses the graphics card instead of the CPU, so it may help boost the performance of your sketch (example: drawing more shapes on the screen at once).
38
38
*
39
-
* To learn more about WEBGL mode, check out <a href="https://p5js.org/learn/#:~:text=Getting%20Started%20in%20WebGL">all the interactive WEBGL tutorials</a> in the "Learn" section of this website, or read the wiki article <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5">"Getting started with WebGL in p5"</a>.
39
+
* To learn more about WEBGL mode, check out <a href="https://p5js.org/tutorials/#webgl">all the interactive WEBGL tutorials</a> in the "Tutorials" section of this website, or read the wiki article <a href="https://github.com/processing/p5.js/wiki/Getting-started-with-WebGL-in-p5">"Getting started with WebGL in p5"</a>.
0 commit comments