On Mon, 26 Feb 2024 16:41:05 GMT, Nir Lisker <[email protected]> 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