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docs: remove broken links to beginGeometry/endGeometry in v2.0
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3 files changed

+4
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src/core/p5.Renderer3D.js

Lines changed: 2 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -418,12 +418,11 @@ export class Renderer3D extends Renderer {
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/**
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* Starts creating a new p5.Geometry. Subsequent shapes drawn will be added
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* to the geometry and then returned when
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* <a href="#/p5/endGeometry">endGeometry()</a> is called. One can also use
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* <a href="#/p5/buildGeometry">buildGeometry()</a> to pass a function that
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* draws shapes.
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*
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* If you need to draw complex shapes every frame which don't change over time,
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* combining them upfront with `beginGeometry()` and `endGeometry()` and then
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* combining them upfront with `buildGeometry()` and then
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* drawing that will run faster than repeatedly drawing the individual pieces.
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* @private
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*/
@@ -440,7 +439,7 @@ export class Renderer3D extends Renderer {
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/**
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* Finishes creating a new <a href="#/p5.Geometry">p5.Geometry</a> that was
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* started using <a href="#/p5/beginGeometry">beginGeometry()</a>. One can also
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* One can also
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* use <a href="#/p5/buildGeometry">buildGeometry()</a> to pass a function that
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* draws shapes.
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* @private
@@ -472,9 +471,6 @@ export class Renderer3D extends Renderer {
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* combining them with `buildGeometry()` once and then drawing that will run
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* faster than repeatedly drawing the individual pieces.
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*
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* One can also draw shapes directly between
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* <a href="#/p5/beginGeometry">beginGeometry()</a> and
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* <a href="#/p5/endGeometry">endGeometry()</a> instead of using a callback
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* function.
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* @param {Function} callback A function that draws shapes.
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* @returns {p5.Geometry} The model that was built from the callback function.

src/webgl/3d_primitives.js

Lines changed: 1 addition & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -111,12 +111,6 @@ function primitives3D(p5, fn){
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* will run faster than repeatedly drawing the individual pieces.
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*
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* The parameter, `callback`, is a function with the drawing instructions for
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* the new <a href="#/p5.Geometry">p5.Geometry</a> object. It will be called
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* once to create the new 3D shape.
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*
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* See <a href="#/p5/beginGeometry">beginGeometry()</a> and
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* <a href="#/p5/endGeometry">endGeometry()</a> for another way to build 3D
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* shapes.
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*
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* Note: `buildGeometry()` can only be used in WebGL mode.
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*
@@ -321,12 +315,8 @@ function primitives3D(p5, fn){
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* <a href="#/p5.Geometry">p5.Geometry</a> objects can contain lots of data
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* about their vertices, surface normals, colors, and so on. Complex 3D shapes
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* can use lots of memory which is a limited resource in many GPUs. Calling
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* `freeGeometry()` can improve performance by freeing a
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* <a href="#/p5.Geometry">p5.Geometry</a> object’s resources from GPU memory.
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* `freeGeometry()` works with <a href="#/p5.Geometry">p5.Geometry</a> objects
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* created with <a href="#/p5/beginGeometry">beginGeometry()</a> and
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* <a href="#/p5/endGeometry">endGeometry()</a>,
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* <a href="#/p5/buildGeometry">buildGeometry()</a>, and
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* created with <a href="#/p5/buildGeometry">buildGeometry()</a> and
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* <a href="#/p5/loadModel">loadModel()</a>.
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*
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* The parameter, `geometry`, is the <a href="#/p5.Geometry">p5.Geometry</a>
@@ -342,24 +332,6 @@ function primitives3D(p5, fn){
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* @param {p5.Geometry} geometry 3D shape whose resources should be freed.
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*
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* @example
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* function setup() {
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* createCanvas(100, 100, WEBGL);
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*
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* background(200);
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*
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* // Create a p5.Geometry object.
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* beginGeometry();
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* cone();
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* let shape = endGeometry();
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*
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* // Draw the shape.
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* model(shape);
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*
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* // Free the shape's resources.
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* freeGeometry(shape);
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* }
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*
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* @example
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* // Click and drag the mouse to view the scene from different angles.
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*
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* let button;

src/webgl/loading.js

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Original file line numberDiff line numberDiff line change
@@ -972,9 +972,7 @@ function loading(p5, fn){
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* The parameter, `model`, is the
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* <a href="#/p5.Geometry">p5.Geometry</a> object to draw.
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* <a href="#/p5.Geometry">p5.Geometry</a> objects can be built with
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* <a href="#/p5/buildGeometry">buildGeometry()</a>, or
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* <a href="#/p5/beginGeometry">beginGeometry()</a> and
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* <a href="#/p5/endGeometry">endGeometry()</a>. They can also be loaded from
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* <a href="#/p5/buildGeometry">buildGeometry()</a>. They can also be loaded from
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* a file with <a href="#/p5/loadGeometry">loadGeometry()</a>.
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*
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* Note: `model()` can only be used in WebGL mode.

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