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2 changes: 1 addition & 1 deletion examples/jsm/animation/CCDIKSolver.js
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ const _vector = new Vector3();
const _matrix = new Matrix4();

/**
* This class solves the Inverse Kinematics Problem with a [CCD Algorithm]{@link https://web.archive.org/web/20221206080850/https://sites.google.com/site/auraliusproject/ccd-algorithm}.
* This class solves the Inverse Kinematics Problem with a [CCD Algorithm](https://web.archive.org/web/20221206080850/https://sites.google.com/site/auraliusproject/ccd-algorithm).
*
* `CCDIKSolver` is designed to work with instances of {@link SkinnedMesh}.
*
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2 changes: 1 addition & 1 deletion examples/jsm/controls/PointerLockControls.js
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ const _MOUSE_SENSITIVITY = 0.002;
const _PI_2 = Math.PI / 2;

/**
* The implementation of this class is based on the [Pointer Lock API]{@link https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API}.
* The implementation of this class is based on the [Pointer Lock API](https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API).
* `PointerLockControls` is a perfect choice for first person 3D games.
*
* ```js
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2 changes: 1 addition & 1 deletion examples/jsm/effects/AsciiEffect.js
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/**
* A class that creates an ASCII effect.
*
* The ASCII generation is based on [jsascii]{@link https://github.com/hassadee/jsascii/blob/master/jsascii.js}.
* The ASCII generation is based on [jsascii](https://github.com/hassadee/jsascii/blob/master/jsascii.js).
*
* @three_import import { AsciiEffect } from 'three/addons/effects/AsciiEffect.js';
*/
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4 changes: 2 additions & 2 deletions examples/jsm/exporters/DRACOExporter.js
Original file line number Diff line number Diff line change
Expand Up @@ -5,15 +5,15 @@ import { Color, ColorManagement, SRGBColorSpace } from 'three';
/**
* An exporter to compress geometry with the Draco library.
*
* [Draco]{@link https://google.github.io/draco/} is an open source library for compressing and
* [Draco](https://google.github.io/draco/) is an open source library for compressing and
* decompressing 3D meshes and point clouds. Compressed geometry can be significantly smaller,
* at the cost of additional decoding time on the client device.
*
* Standalone Draco files have a `.drc` extension, and contain vertex positions,
* normals, colors, and other attributes. Draco files *do not* contain materials,
* textures, animation, or node hierarchies – to use these features, embed Draco geometry
* inside of a glTF file. A normal glTF file can be converted to a Draco-compressed glTF file
* using [glTF-Pipeline]{@link https://github.com/AnalyticalGraphicsInc/gltf-pipeline}.
* using [glTF-Pipeline](https://github.com/AnalyticalGraphicsInc/gltf-pipeline).
*
* ```js
* const exporter = new DRACOExporter();
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2 changes: 1 addition & 1 deletion examples/jsm/exporters/EXRExporter.js
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ const ZIP_COMPRESSION = 3;
/**
* An exporter for EXR.
*
* EXR ( Extended Dynamic Range) is an [open format specification]{@link https://github.com/AcademySoftwareFoundation/openexr}
* EXR ( Extended Dynamic Range) is an [open format specification](https://github.com/AcademySoftwareFoundation/openexr)
* for professional-grade image storage format of the motion picture industry. The purpose of
* format is to accurately and efficiently represent high-dynamic-range scene-linear image data
* and associated metadata. The library is widely used in host application software where accuracy
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6 changes: 3 additions & 3 deletions examples/jsm/exporters/GLTFExporter.js
Original file line number Diff line number Diff line change
Expand Up @@ -65,13 +65,13 @@ const KHR_mesh_quantization_ExtraAttrTypes = {
/**
* An exporter for `glTF` 2.0.
*
* glTF (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/master/specification/2.0}
* glTF (GL Transmission Format) is an [open format specification](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0)
* for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
* or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
* data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
* textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
*
* GLTFExporter supports the [glTF 2.0 extensions]{@link https://github.com/KhronosGroup/glTF/tree/master/extensions/}:
* GLTFExporter supports the [glTF 2.0 extensions](https://github.com/KhronosGroup/glTF/tree/master/extensions/):
*
* - KHR_lights_punctual
* - KHR_materials_clearcoat
Expand All @@ -91,7 +91,7 @@ const KHR_mesh_quantization_ExtraAttrTypes = {
*
* The following glTF 2.0 extension is supported by an external user plugin:
*
* - [KHR_materials_variants]{@link https://github.com/takahirox/three-gltf-extensions}
* - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions)
*
* ```js
* const exporter = new GLTFExporter();
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4 changes: 2 additions & 2 deletions examples/jsm/geometries/DecalGeometry.js
Original file line number Diff line number Diff line change
Expand Up @@ -13,9 +13,9 @@ import {
* adding unique details to models, performing dynamic visual environmental changes or covering seams.
*
* Please not that decal projections can be distorted when used around corners. More information at
* this GitHub issue: [Decal projections without distortions]{@link https://github.com/mrdoob/three.js/issues/21187}.
* this GitHub issue: [Decal projections without distortions](https://github.com/mrdoob/three.js/issues/21187).
*
* Reference: [How to project decals]{@link http://blog.wolfire.com/2009/06/how-to-project-decals/}
* Reference: [How to project decals](http://blog.wolfire.com/2009/06/how-to-project-decals/)
*
* ```js
* const geometry = new DecalGeometry( mesh, position, orientation, size );
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2 changes: 1 addition & 1 deletion examples/jsm/geometries/ParametricGeometry.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ import {
/**
* This class can be used to generate a geometry based on a parametric surface.
*
* Reference: [Mesh Generation with Python]{@link https://prideout.net/blog/old/blog/index.html@p=44.html}
* Reference: [Mesh Generation with Python](https://prideout.net/blog/old/blog/index.html@p=44.html)
*
* ```js
* const geometry = new THREE.ParametricGeometry( klein, 25, 25 );
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4 changes: 2 additions & 2 deletions examples/jsm/geometries/TeapotGeometry.js
Original file line number Diff line number Diff line change
Expand Up @@ -15,8 +15,8 @@ import {
* Segments 'n' determines the number of triangles output. Total triangles = 32*2*n*n - 8*n
* (degenerates at the top and bottom cusps are deleted).
*
* Code based on [SPD software]{@link http://tog.acm.org/resources/SPD/}
* Created for the Udacity course [Interactive Rendering]{@link http://bit.ly/ericity}
* Code based on [SPD software](http://tog.acm.org/resources/SPD/)
* Created for the Udacity course [Interactive Rendering](http://bit.ly/ericity)
*
* ```js
* const geometry = new TeapotGeometry( 50, 18 );
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2 changes: 1 addition & 1 deletion examples/jsm/geometries/TextGeometry.js
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ import {
*
* See the {@link FontLoader} page for additional details.
*
* `TextGeometry` uses [typeface.json]{@link http://gero3.github.io/facetype.js/} generated fonts.
* `TextGeometry` uses [typeface.json](http://gero3.github.io/facetype.js/) generated fonts.
* Some existing fonts can be found located in `/examples/fonts`.
*
* ```js
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2 changes: 1 addition & 1 deletion examples/jsm/helpers/ViewHelper.js
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ import {
/**
* A special type of helper that visualizes the camera's transformation
* in a small viewport area as an axes helper. Such a helper is often wanted
* in 3D modeling tools or scene editors like the [three.js editor]{@link https://threejs.org/editor}.
* in 3D modeling tools or scene editors like the [three.js editor](https://threejs.org/editor).
*
* The helper allows to click on the X, Y and Z axes which animates the camera
* so it looks along the selected axis.
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/lights/RectAreaLightTexturesLib.js

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2 changes: 1 addition & 1 deletion examples/jsm/loaders/3MFLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ import * as fflate from '../libs/fflate.module.js';
const COLOR_SPACE_3MF = SRGBColorSpace;

/**
* A loader for the [3D Manufacturing Format (3MF)]{@link https://3mf.io/specification/} format.
* A loader for the [3D Manufacturing Format (3MF)](https://3mf.io/specification/) format.
*
* The following features from the core specification are supported:
*
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/ColladaLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ import { TGALoader } from '../loaders/TGALoader.js';
* A loader for the Collada format.
*
* The Collada format is very complex so this loader only supports a subset of what
* is defined in the [official specification]{@link https://www.khronos.org/files/collada_spec_1_5.pdf}.
* is defined in the [official specification](https://www.khronos.org/files/collada_spec_1_5.pdf).
*
* Assets with a Z-UP coordinate system are transformed it into Y-UP by a simple rotation.
* The vertex data are not converted.
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4 changes: 2 additions & 2 deletions examples/jsm/loaders/DRACOLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -16,14 +16,14 @@ const _taskCache = new WeakMap();
/**
* A loader for the Draco format.
*
* [Draco]{@link https://google.github.io/draco/} is an open source library for compressing
* [Draco](https://google.github.io/draco/) is an open source library for compressing
* and decompressing 3D meshes and point clouds. Compressed geometry can be significantly smaller,
* at the cost of additional decoding time on the client device.
*
* Standalone Draco files have a `.drc` extension, and contain vertex positions, normals, colors,
* and other attributes. Draco files do not contain materials, textures, animation, or node hierarchies –
* to use these features, embed Draco geometry inside of a glTF file. A normal glTF file can be converted
* to a Draco-compressed glTF file using [glTF-Pipeline]{@link https://github.com/CesiumGS/gltf-pipeline}.
* to a Draco-compressed glTF file using [glTF-Pipeline](https://github.com/CesiumGS/gltf-pipeline).
* When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
*
* It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
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4 changes: 2 additions & 2 deletions examples/jsm/loaders/FBXLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -61,10 +61,10 @@ let sceneGraph;
* - Morph normals / blend shape normals
*
* FBX format references:
* - [C++ SDK reference]{@link https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html}
* - [C++ SDK reference](https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html)
*
* Binary format specification:
* - [FBX binary file format specification]{@link https://code.blender.org/2013/08/fbx-binary-file-format-specification/}
* - [FBX binary file format specification](https://code.blender.org/2013/08/fbx-binary-file-format-specification/)
*
* ```js
* const loader = new FBXLoader();
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/FontLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ import {
/**
* A loader for loading fonts.
*
* You can convert fonts online using [facetype.js]{@link https://gero3.github.io/facetype.js/}.
* You can convert fonts online using [facetype.js](https://gero3.github.io/facetype.js/).
*
* ```js
* const loader = new FontLoader();
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10 changes: 5 additions & 5 deletions examples/jsm/loaders/GLTFLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ import { toTrianglesDrawMode } from '../utils/BufferGeometryUtils.js';
/**
* A loader for the glTF 2.0 format.
*
* [glTF]{@link https://www.khronos.org/gltf/} (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0}
* [glTF](https://www.khronos.org/gltf/} (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0)
* for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb)
* format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver
* one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights,
Expand Down Expand Up @@ -99,10 +99,10 @@ import { toTrianglesDrawMode } from '../utils/BufferGeometryUtils.js';
* - EXT_mesh_gpu_instancing
*
* The following glTF 2.0 extension is supported by an external user plugin:
* - [KHR_materials_variants]{@link https://github.com/takahirox/three-gltf-extensions}
* - [MSFT_texture_dds]{@link https://github.com/takahirox/three-gltf-extensions}
* - [KHR_animation_pointer]{@link https://github.com/needle-tools/three-animation-pointer}
* - [NEEDLE_progressive]{@link https://github.com/needle-tools/gltf-progressive}
* - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions)
* - [MSFT_texture_dds](https://github.com/takahirox/three-gltf-extensions)
* - [KHR_animation_pointer](https://github.com/needle-tools/three-animation-pointer)
* - [NEEDLE_progressive](https://github.com/needle-tools/gltf-progressive)
*
* ```js
* const loader = new GLTFLoader();
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6 changes: 3 additions & 3 deletions examples/jsm/loaders/KTX2Loader.js
Original file line number Diff line number Diff line change
Expand Up @@ -113,9 +113,9 @@ let _zstd;
* This loader relies on Web Assembly which is not supported in older browsers.
*
* References:
* - [KTX specification]{@link http://github.khronos.org/KTX-Specification/}
* - [DFD]{@link https://www.khronos.org/registry/DataFormat/specs/1.3/dataformat.1.3.html#basicdescriptor}
* - [BasisU HDR]{@link https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Texture-Specification-v1.0}
* - [KTX specification](http://github.khronos.org/KTX-Specification/)
* - [DFD](https://www.khronos.org/registry/DataFormat/specs/1.3/dataformat.1.3.html#basicdescriptor)
* - [BasisU HDR](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Texture-Specification-v1.0)
*
* ```js
* const loader = new KTX2Loader();
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4 changes: 2 additions & 2 deletions examples/jsm/loaders/KTXLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -6,8 +6,8 @@ import {
* A loader for the KTX texture compression format.
*
* References:
* - [The KTX File Format and Tools]{@link https://www.khronos.org/opengles/sdk/tools/KTX/}
* - [Babylon.JS khronosTextureContainer.ts]{@link https://github.com/BabylonJS/Babylon.js/blob/master/src/Misc/khronosTextureContainer.ts}
* - [The KTX File Format and Tools](https://www.khronos.org/opengles/sdk/tools/KTX/)
* - [Babylon.JS khronosTextureContainer.ts](https://github.com/BabylonJS/Babylon.js/blob/master/src/Misc/khronosTextureContainer.ts)
*
* ```js
* const loader = new KTXLoader();
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/LDrawLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -1749,7 +1749,7 @@ function createObject( loader, elements, elementSize, isConditionalSegments = fa
/**
* A loader for the LDraw format.
*
* [LDraw]{@link https://ldraw.org/} (LEGO Draw) is an [open format specification]{@link https://ldraw.org/article/218.html}
* [LDraw](https://ldraw.org/} (LEGO Draw) is an [open format specification]{@link https://ldraw.org/article/218.html)
* for describing LEGO and other construction set 3D models.
*
* An LDraw asset (a text file usually with extension .ldr, .dat or .txt) can describe just a single construction
Expand Down
4 changes: 2 additions & 2 deletions examples/jsm/loaders/LUT3dlLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,8 @@ import {
* A loader for the 3DL LUT format.
*
* References:
* - [3D LUTs]{@link http://download.autodesk.com/us/systemdocs/help/2011/lustre/index.html?url=./files/WSc4e151a45a3b785a24c3d9a411df9298473-7ffd.htm,topicNumber=d0e9492}
* - [Format Spec for .3dl]{@link https://community.foundry.com/discuss/topic/103636/format-spec-for-3dl?mode=Post&postID=895258}
* - [3D LUTs](http://download.autodesk.com/us/systemdocs/help/2011/lustre/index.html?url=./files/WSc4e151a45a3b785a24c3d9a411df9298473-7ffd.htm,topicNumber=d0e9492)
* - [Format Spec for .3dl](https://community.foundry.com/discuss/topic/103636/format-spec-for-3dl?mode=Post&postID=895258)
*
* ```js
* const loader = new LUT3dlLoader();
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/LUTCubeLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ import {
* A loader for the Cube LUT format.
*
* References:
* - [Cube LUT Specification]{@link https://web.archive.org/web/20220220033515/https://wwwimages2.adobe.com/content/dam/acom/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf}
* - [Cube LUT Specification](https://web.archive.org/web/20220220033515/https://wwwimages2.adobe.com/content/dam/acom/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf)
*
* ```js
* const loader = new LUTCubeLoader();
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4 changes: 2 additions & 2 deletions examples/jsm/loaders/LWOLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -36,8 +36,8 @@ let _lwoTree;
* LWO3 and LWO2 formats are supported.
*
* References:
* - [LWO3 format specification]{@link https://static.lightwave3d.com/sdk/2019/html/filefmts/lwo3.html}
* - [LWO2 format specification]{@link https://static.lightwave3d.com/sdk/2019/html/filefmts/lwo2.html}
* - [LWO3 format specification](https://static.lightwave3d.com/sdk/2019/html/filefmts/lwo3.html)
* - [LWO2 format specification](https://static.lightwave3d.com/sdk/2019/html/filefmts/lwo2.html)
*
* ```js
* const loader = new LWOLoader();
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/OBJLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -436,7 +436,7 @@ function ParserState() {
/**
* A loader for the OBJ format.
*
* The [OBJ format]{@link https://en.wikipedia.org/wiki/Wavefront_.obj_file} is a simple data-format that
* The [OBJ format](https://en.wikipedia.org/wiki/Wavefront_.obj_file) is a simple data-format that
* represents 3D geometry in a human readable format as the position of each vertex, the UV position of
* each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list
* of vertices, and texture vertices.
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/PDBLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ import {
/**
* A loader for the PDB format.
*
* The [Protein Data Bank]{@link https://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format)}
* The [Protein Data Bank](https://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format))
* file format is a textual file describing the three-dimensional structures of molecules.
*
* ```js
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/UltraHDRLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ const SRGB_TO_LINEAR = Array( 1024 )
/**
* A loader for the Ultra HDR Image Format.
*
* Existing HDR or EXR textures can be converted to Ultra HDR with this [tool]{@link https://gainmap-creator.monogrid.com/}.
* Existing HDR or EXR textures can be converted to Ultra HDR with this [tool](https://gainmap-creator.monogrid.com/).
*
* Current feature set:
* - JPEG headers (required)
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/math/ConvexHull.js
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ const _triangle = new Triangle();
* Can be used to compute the convex hull in 3D space for a given set of points. It
* is primarily intended for {@link ConvexGeometry}.
*
* This Quickhull 3D implementation is a port of [quickhull3d]{@link https://github.com/maurizzzio/quickhull3d/}
* This Quickhull 3D implementation is a port of [quickhull3d](https://github.com/maurizzzio/quickhull3d/)
* by Mauricio Poppe.
*
* @three_import import { ConvexHull } from 'three/addons/math/ConvexHull.js';
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/math/ImprovedNoise.js
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ function grad( hash, x, y, z ) {
/**
* A utility class providing a 3D noise function.
*
* The code is based on [IMPROVED NOISE]{@link https://cs.nyu.edu/~perlin/noise/}
* The code is based on [IMPROVED NOISE](https://cs.nyu.edu/~perlin/noise/)
* by Ken Perlin, 2002.
*
* @three_import import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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2 changes: 1 addition & 1 deletion examples/jsm/math/SimplexNoise.js
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/**
* A utility class providing noise functions.
*
* The code is based on [Simplex noise demystified]{@link https://web.archive.org/web/20210210162332/http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf}
* The code is based on [Simplex noise demystified](https://web.archive.org/web/20210210162332/http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf)
* by Stefan Gustavson, 2005.
*
* @three_import import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
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2 changes: 1 addition & 1 deletion examples/jsm/misc/ProgressiveLightMap.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ import { DoubleSide, FloatType, HalfFloatType, Mesh, MeshBasicMaterial, MeshPhon
import { potpack } from '../libs/potpack.module.js';

/**
* Progressive Light Map Accumulator, by [zalo]{@link https://github.com/zalo/}.
* Progressive Light Map Accumulator, by [zalo](https://github.com/zalo/).
*
* To use, simply construct a `ProgressiveLightMap` object,
* `plmap.addObjectsToLightMap(object)` an array of semi-static
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2 changes: 1 addition & 1 deletion examples/jsm/misc/ProgressiveLightMapGPU.js
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ import { add, float, mix, output, sub, texture, uniform, uv, vec2, vec4 } from '
import { potpack } from '../libs/potpack.module.js';

/**
* Progressive Light Map Accumulator, by [zalo]{@link https://github.com/zalo/}.
* Progressive Light Map Accumulator, by [zalo](https://github.com/zalo/).
*
* To use, simply construct a `ProgressiveLightMap` object,
* `plmap.addObjectsToLightMap(object)` an array of semi-static
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2 changes: 1 addition & 1 deletion examples/jsm/modifiers/SimplifyModifier.js
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ const _cb = new Vector3(), _ab = new Vector3();
* This class can be used to modify a geometry by simplifying it. A typical use
* case for such a modifier is automatic LOD generation.
*
* The implementation is based on [Progressive Mesh type Polygon Reduction Algorithm]{@link https://web.archive.org/web/20230610044040/http://www.melax.com/polychop/}
* The implementation is based on [Progressive Mesh type Polygon Reduction Algorithm](https://web.archive.org/web/20230610044040/http://www.melax.com/polychop/)
* by Stan Melax in 1998.
*
* ```js
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