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IMB11 committed Dec 10, 2023
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2 changes: 1 addition & 1 deletion getting-started/using-the-ide.md
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Expand Up @@ -37,7 +37,7 @@ or by pressing `Shift` two times again, the search will look not only in your ow

### Recent Window

Another useful tool in IntelliJ is the `Recent` window. You can open it with the Shortcut `CTRL + E`. In there you can jump to the files, which you have already visited and open tool windows, such as the [`Structure`](useful-ide#structure-of-a-class) or [`Bookmarks`](useful-ide#bookmarks) window.
Another useful tool in IntelliJ is the `Recent` window. You can open it with the Shortcut `CTRL + E`. In there you can jump to the files, which you have already visited and open tool windows, such as the [`Structure`](#structure-of-a-class) or [`Bookmarks`](#bookmarks) window.

![Recent window](./_assets/traversing_04.png)

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2 changes: 1 addition & 1 deletion items/armor.md
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Expand Up @@ -196,7 +196,7 @@ You will need to create two sets of textures:
### Item Textures And Model
These textures are no different to other items - you must create the textures, and create a generic generated item model - which was covered in the [Creating Your First Item](/items#adding-a-texture-and-model) guide.
These textures are no different to other items - you must create the textures, and create a generic generated item model - which was covered in the [Creating Your First Item](/items/#adding-a-texture-and-model) guide.
For the sake of it, I have supplied example armor item textures you can use, and an example model json:
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4 changes: 2 additions & 2 deletions rendering/matrices.md
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Expand Up @@ -13,15 +13,15 @@ prev:

Matrices provide an easy way to transform rendered elements. They also allow content to be transformed into world space properly.

Assuming you're coming from the [Introduction To Rendering](/rendering) page, you've already met them. In fact, they're everywhere, which is a good thing, since that means that we can transform about anything.
Assuming you're coming from the [Introduction To Rendering](/rendering/) page, you've already met them. In fact, they're everywhere, which is a good thing, since that means that we can transform about anything.

## The Minecraft Implementation
Minecraft has a wrapper around this entire mechanism, called the `MatrixStack`. It's a stack of matrices, which means that you can `push()` and `pop()` from it. These 2 methods will come in very handy later, since they essentially allow you to back up (`push()`) the current state, and then restore the correct backup later (`pop()`).

## Using a MatrixStack
When rendering anything, you usually have to pass in a MatrixStack from somewhere else. Since we also have access to the MatrixStack, we can make a backup of it (`push()`), transform it in any way we want, render with it, then restore it before passing it along to the next component (`pop()`).

Let's take our old example from the [Introduction To Rendering](/rendering) page for this example:
Let's take our old example from the [Introduction To Rendering](/rendering/) page for this example:

```java
HudRenderCallback.EVENT.register((drawContext, tickDelta) -> {
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4 changes: 2 additions & 2 deletions rendering/world.md
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# Worldspace Rendering

::: warning
This page assumes you have a basic understanding of [matrices.](./_assets/matrices)
This page assumes you have a basic understanding of [matrices.](/rendering/matrices)
:::

## What's the challenge?
Expand All @@ -36,7 +36,7 @@ WorldRenderEvents.END.register(context -> {
});
```

Next, we will re-use the example from the [Introduction To Rendering](/rendering) page:
Next, we will re-use the example from the [Introduction To Rendering](/rendering/) page:

```java
WorldRenderEvents.END.register(context -> {
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