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