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Merge pull request #7114 from Orasund/main
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Fix broken JsDoc comments
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limzykenneth committed Jul 9, 2024
2 parents 16736e9 + 3dd6ddf commit 256afc3
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Showing 5 changed files with 2 additions and 5 deletions.
1 change: 0 additions & 1 deletion src/color/p5.Color.js
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Expand Up @@ -705,7 +705,6 @@ p5.Color = class Color {
* @param {Number} alpha the new alpha value.
*
* @example
* @example
* <div>
* <code>
* function setup() {
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1 change: 0 additions & 1 deletion src/math/random.js
Original file line number Diff line number Diff line change
Expand Up @@ -260,7 +260,6 @@ p5.prototype.randomSeed = function(seed) {
* @method random
* @param {Array} choices array to choose from.
* @return {*} random element from the array.
* @example
*/
p5.prototype.random = function(min, max) {
p5._validateParameters('random', arguments);
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2 changes: 1 addition & 1 deletion src/webgl/material.js
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Expand Up @@ -2334,7 +2334,7 @@ p5.prototype.metalness = function (metallic) {
* @param {Number[]} color The currently set color, with values in 0-1 range
* @param {Boolean} [hasTransparency] Whether the shape being drawn has other
* transparency internally, e.g. via vertex colors
* @return {Number[]]} Normalized numbers array
* @return {Number[]} Normalized numbers array
*/
p5.RendererGL.prototype._applyColorBlend = function(colors, hasTransparency) {
const gl = this.GL;
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1 change: 0 additions & 1 deletion src/webgl/p5.Quat.js
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Expand Up @@ -69,7 +69,6 @@ p5.Quat = class {
* This was taken from the below stackexchange link
* https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion/50545#50545
* @param {p5.Vector} [p] vector to rotate on the axis quaternion
* @returns
*/
rotateVector(p) {
return new p5.Vector.mult( p, this.w*this.w - this.vec.dot(this.vec) )
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2 changes: 1 addition & 1 deletion src/webgl/p5.RendererGL.Immediate.js
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Expand Up @@ -321,7 +321,7 @@ p5.RendererGL.prototype._processVertices = function(mode) {
* Called from _processVertices(). This function calculates the stroke vertices for custom shapes and
* tesselates shapes when applicable.
* @private
* @returns {Array[Number]} indices for custom shape vertices indicating edges.
* @returns {Number[]} indices for custom shape vertices indicating edges.
*/
p5.RendererGL.prototype._calculateEdges = function(
shapeMode,
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