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Shaders: don't just handwave away distance field parameters in docs.

They're properly documented now, link there.
pull/674/head
Vladimír Vondruš 1 year ago
parent
commit
12377c71b1
  1. 21
      src/Magnum/Shaders/DistanceFieldVectorGL.h

21
src/Magnum/Shaders/DistanceFieldVectorGL.h

@ -68,15 +68,18 @@ namespace Implementation {
@m_since_latest
Renders vector graphics in a form of signed distance field. See
@ref TextureTools::DistanceFieldGL for more information and @ref VectorGL for a
simpler variant of this shader. Note that the final rendered outlook will
greatly depend on radius of input distance field and value passed to
@ref setSmoothness(). You need to provide @ref Position and
@ref TextureCoordinates attributes in your triangle mesh and call at least
@ref bindVectorTexture(). By default, the shader renders the distance field
texture with a white color in an identity transformation, use
@ref setTransformationProjectionMatrix(), @ref setColor() and others to
configure the shader.
@ref TextureTools::DistanceFieldGL for a way to generate distance field
textures to use with this shader and for more information about choosing the
parameters for conversion and rendering. The @ref VectorGL shader is then a
variant of this shader that doesn't use a distance field texture but rather the
original input directly.
You need to provide @ref Position and @ref TextureCoordinates attributes in
your triangle mesh and call at least @ref bindVectorTexture(). By default, the
shader renders the distance field texture with a white color in an identity
transformation, use @ref setTransformationProjectionMatrix(), @ref setColor()
and others to configure the shader. Edge smoothness can be controlled using
@ref setSmoothness().
Alpha / transparency is supported by the shader implicitly, but to have it
working on the framebuffer, you need to enable

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