diff --git a/doc/snippets/MagnumTrade.cpp b/doc/snippets/MagnumTrade.cpp index 4baf08cd9..2cd7bd56f 100644 --- a/doc/snippets/MagnumTrade.cpp +++ b/doc/snippets/MagnumTrade.cpp @@ -377,9 +377,9 @@ Trade::MaterialData data{Trade::MaterialType::PbrMetallicRoughness, { using namespace Containers::Literals; constexpr Trade::MaterialAttributeData attributes[]{ - {"DoubleSided"_s, true}, {"BaseColor"_s, Color4{0.043735f, 0.64448f, 0.135633f, 1.0f}}, {"BaseColorTexture"_s, 5u}, + {"DoubleSided"_s, true}, {"TextureMatrix"_s, Matrix3{{0.5f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}} diff --git a/src/Magnum/Trade/MaterialData.h b/src/Magnum/Trade/MaterialData.h index bdc1873e6..7228bfa6b 100644 --- a/src/Magnum/Trade/MaterialData.h +++ b/src/Magnum/Trade/MaterialData.h @@ -1450,7 +1450,7 @@ It's also possible to iterate through all attributes using @ref attributeName(), @ref attributeType() and @ref attribute() taking indices instead of names, with @ref attributeCount() returning the total attribute count. -@subsection Trade-MaterialData-usage-types Material types and cnvenience accessors +@subsection Trade-MaterialData-usage-types Material types and convenience accessors A material usually consists of a set of attributes for a particular rendering workflow --- PBR metallic/roughness, Phong or for example flat-shaded @@ -1478,8 +1478,8 @@ APIs, see the documentation of of a particular enum value for more information. The material APIs allow for a lot of flexibility regarding --- texture maps may be arbitrarily packed together to efficiently use all four channels, each -texture can be using a different set of texture coordinates and there can be -a different coordinate transformation for each texture. +texture can use a different set of texture coordinates and there can be a +different coordinate transformation for each texture. In most cases, however, real-world textures fit into a few well-known packing schemes and usually have a common transformation and coordinate sets for all. @@ -1567,7 +1567,7 @@ texture pointers instead of IDs: Material layers are internally represented as ranges of the attribute array and by default the whole attribute array is treated as a base material. The actual -split into layers can be described using an additionaly offset array passed to +split into layers can be described using an additional offset array passed to @ref MaterialData(MaterialTypes, Containers::Array&&, Containers::Array&&, const void*), where entry *i* specifies the end offset of layer *i* --- in the following snippet we have two layers (one base material and one clear coat layer), the