On Thu, 22 Feb 2024 22:28:40 GMT, Nir Lisker <nlis...@openjdk.org> wrote:

>> Overhaul to the `PhongMaterial` documentation (and a bit to its superclass 
>> `Material`). Except for the introduction, I divided the documentation into 3 
>> sections: qualitative explanation, mathematical model (I wouldn't think it 
>> necessary, but the current doc explains it), and examples.
>> 
>> The reason for the verbosity of the doc is that I envisioned 2 target 
>> audiences for this class. One is a Java developer who wants to understand 
>> the terminology and workings of computer graphics or of the artists who are 
>> already familiar with this domain. (How many Java developers know what 
>> diffuse, specular and normal maps are?) The other is an artist who is 
>> already familiar with the domain, but wants to see how this class compares 
>> with other renderers. For this reason, I looked at the terminology used by 
>> engines like Blender, Maya, UE4 and Unity and tried to mention the 
>> comparisons (like bump vs. height vs. normal maps, or specular vs. 
>> roughness/smoothness).
>> 
>> The examples I chose and some of the schematics are not the best, looking at 
>> it retroactively, but I want to give enough time for reviewers and get this 
>> into 22.
>
> Nir Lisker has updated the pull request incrementally with one additional 
> commit since the last revision:
> 
>   Revert unintended formatting

I did a first pass of the updated PhongMaterial docs. Nice work! I'll need more 
time to go through it in detail (and definitely will want Ambarish and Lukasz 
to review it as well), but I like the structure, the explanations, and the 
illustrations.

-------------

PR Comment: https://git.openjdk.org/jfx/pull/1378#issuecomment-1962177376

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