On Mon, 26 Feb 2024 16:41:05 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:
> 
>   Fixed typo

Noticed a couple typos.

modules/javafx.graphics/src/main/java/javafx/scene/paint/PhongMaterial.java 
line 65:

> 63:  * {@code PhongMaterial} is not suitable for surfaces that act like 
> mirrors and reflect their environment, such as
> 64:  * reflective metals, water, and reflective ceramics. Neither does light 
> refract (bend) when passing through transparent
> 65:  * or translucnet materials such as water, glass, or ice. These materials 
> rely on <i>Fresnel effects</i> that are not

Typo: translucnet-> translucent

modules/javafx.graphics/src/main/java/javafx/scene/paint/PhongMaterial.java 
line 211:

> 209:  * the interaction between the reflected light and the viewer position: 
> <i>R⋅V</i>. As similarly explained in the
> 210:  * diffuse component section, the geometric contribution is strongest 
> when the viewer is aligned with the reflection
> 211:  * vector and is non-existant when they are perpendicular.

Typo: non-existant -> non-existent

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

PR Review: https://git.openjdk.org/jfx/pull/1378#pullrequestreview-1903833417
PR Review Comment: https://git.openjdk.org/jfx/pull/1378#discussion_r1504425654
PR Review Comment: https://git.openjdk.org/jfx/pull/1378#discussion_r1504429803

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