From dbf47090ffabaae9845e677eab2a4c770885852e Mon Sep 17 00:00:00 2001 From: harshiltewari2004 Date: Thu, 30 Apr 2026 20:19:07 +0530 Subject: [PATCH] =?UTF-8?q?Fix=20JSDoc=20typos:=20widhts=20=E2=86=92=20wid?= =?UTF-8?q?ths,=20coordniates=20=E2=86=92=20coordinates,=20coordiante=20?= =?UTF-8?q?=E2=86=92=20coordinate=20(dev-2.0)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/core/helpers.js | 4 ++-- src/webgl/utils.js | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/core/helpers.js b/src/core/helpers.js index 9f31e78d8a..277fbf2f5f 100644 --- a/src/core/helpers.js +++ b/src/core/helpers.js @@ -15,7 +15,7 @@ function modeAdjust(a, b, c, d, mode) { if (mode === constants.CORNER) { // CORNER mode already corresponds to a bounding box (top-left corner, width, height). - // For negative widhts or heights, the absolute value is used. + // For negative widths or heights, the absolute value is used. bbox = { x: a, y: b, @@ -26,7 +26,7 @@ function modeAdjust(a, b, c, d, mode) { } else if (mode === constants.CORNERS) { // CORNERS mode uses two opposite corners, in any configuration. - // Make sure to get the top left corner by using the minimum of the x and y coordniates. + // Make sure to get the top left corner by using the minimum of the x and y coordinates. bbox = { x: Math.min(a, c), y: Math.min(b, d), diff --git a/src/webgl/utils.js b/src/webgl/utils.js index 6944df60da..a5742c3f50 100644 --- a/src/webgl/utils.js +++ b/src/webgl/utils.js @@ -7,8 +7,8 @@ import { Texture } from "./p5.Texture"; * @param {Uint8Array|Float32Array|undefined} pixels An existing pixels array to reuse if the size is the same * @param {WebGLRenderingContext} gl The WebGL context * @param {WebGLFramebuffer|null} framebuffer The Framebuffer to read - * @param {Number} x The x coordiante to read, premultiplied by pixel density - * @param {Number} y The y coordiante to read, premultiplied by pixel density + * @param {Number} x The x coordinate to read, premultiplied by pixel density + * @param {Number} y The y coordinate to read, premultiplied by pixel density * @param {Number} width The width in pixels to be read (factoring in pixel density) * @param {Number} height The height in pixels to be read (factoring in pixel density) * @param {GLEnum} format Either RGB or RGBA depending on how many channels to read