On Sat, 24 Feb 2024 14:40:25 GMT, Nir Lisker 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:
>
> Remove redundant image copies
This is a great docs update and exhaustive explanation of how Phong model
works. I found one typo to iron out, otherwise LGTM (I will do a second pass
once backgrounds are updated).
modules/javafx.graphics/src/main/java/javafx/scene/paint/PhongMaterial.java
line 227:
> 225: * the total specular component contribution is S *
> CSM.
> 226: *
> 227: * Slef-Illumination
Typo - `s/Slef/Self`
-
Changes requested by lkostyra (Committer).
PR Review: https://git.openjdk.org/jfx/pull/1378#pullrequestreview-1901233188
PR Review Comment: https://git.openjdk.org/jfx/pull/1378#discussion_r1502832050