Browse Source

Trade: various doc fixes.

pull/470/head
janos 6 years ago committed by Vladimír Vondruš
parent
commit
12529efa89
  1. 2
      doc/snippets/MagnumTrade.cpp
  2. 8
      src/Magnum/Trade/MaterialData.h

2
doc/snippets/MagnumTrade.cpp

@ -377,9 +377,9 @@ Trade::MaterialData data{Trade::MaterialType::PbrMetallicRoughness, {
using namespace Containers::Literals; using namespace Containers::Literals;
constexpr Trade::MaterialAttributeData attributes[]{ constexpr Trade::MaterialAttributeData attributes[]{
{"DoubleSided"_s, true},
{"BaseColor"_s, Color4{0.043735f, 0.64448f, 0.135633f, 1.0f}}, {"BaseColor"_s, Color4{0.043735f, 0.64448f, 0.135633f, 1.0f}},
{"BaseColorTexture"_s, 5u}, {"BaseColorTexture"_s, 5u},
{"DoubleSided"_s, true},
{"TextureMatrix"_s, Matrix3{{0.5f, 0.0f, 0.0f}, {"TextureMatrix"_s, Matrix3{{0.5f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 1.0f}}} {0.0f, 0.0f, 1.0f}}}

8
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 attributeType() and @ref attribute() taking indices instead of names, with
@ref attributeCount() returning the total attribute count. @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 A material usually consists of a set of attributes for a particular rendering
workflow --- PBR metallic/roughness, Phong or for example flat-shaded 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 The material APIs allow for a lot of flexibility regarding --- texture maps may
be arbitrarily packed together to efficiently use all four channels, each 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 texture can use a different set of texture coordinates and there can be a
a different coordinate transformation for each texture. different coordinate transformation for each texture.
In most cases, however, real-world textures fit into a few well-known packing 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. 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 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 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<MaterialAttributeData>&&, Containers::Array<UnsignedInt>&&, const void*), @ref MaterialData(MaterialTypes, Containers::Array<MaterialAttributeData>&&, Containers::Array<UnsignedInt>&&, const void*),
where entry *i* specifies the end offset of layer *i* --- in the following 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 snippet we have two layers (one base material and one clear coat layer), the

Loading…
Cancel
Save