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Shaders: reorder MeshVisualizer docs.

pull/432/head
Vladimír Vondruš 6 years ago
parent
commit
1cb7193034
  1. 68
      src/Magnum/Shaders/MeshVisualizer.h

68
src/Magnum/Shaders/MeshVisualizer.h

@ -294,6 +294,35 @@ If using geometry shaders on OpenGL ES, @gl_extension{NV,shader_noperspective_in
is optionally used for improving line appearance. On desktop OpenGL this is is optionally used for improving line appearance. On desktop OpenGL this is
done implicitly. done implicitly.
@subsection Shaders-MeshVisualizer-wireframe-geom Example setup with a geometry shader (desktop GL, OpenGL ES 3.2)
Common mesh setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-geom1
Common rendering setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-geom2
@subsection Shaders-MeshVisualizer-wireframe-no-geom Example setup for indexed meshes without a geometry shader
The vertices have to be converted to a non-indexed array first. Mesh setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom1
Rendering setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom2
@subsection Shaders-MeshVisualizer-usage-wireframe-no-geom-old Wireframe visualization of non-indexed meshes without a geometry shader on older hardware
You need to provide also the @ref VertexIndex attribute. Mesh setup *in
addition to the above*:
@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom-old
Rendering setup the same as above.
@section Shaders-MeshVisualizer-tbn Tangent space visualization @section Shaders-MeshVisualizer-tbn Tangent space visualization
On platforms with geometry shaders (desktop GL, OpenGL ES 3.2), the shader is On platforms with geometry shaders (desktop GL, OpenGL ES 3.2), the shader is
@ -318,25 +347,7 @@ indicates tangent space handedness, in which case you'll be using the
efficient representation, is a dedicated @ref Bitangent attribute (in which efficient representation, is a dedicated @ref Bitangent attribute (in which
case you'll enable @ref Flag::BitangentDirection). Note that these two are case you'll enable @ref Flag::BitangentDirection). Note that these two are
mutually exclusive, so you need to choose either of them based on what given mutually exclusive, so you need to choose either of them based on what given
mesh contains. mesh contains. Example for the first case:
@section Shaders-MeshVisualizer-usage Example usage
@subsection Shaders-MeshVisualizer-usage-wireframe-geom Wireframe visualization with a geometry shader (desktop GL, OpenGL ES 3.2)
Common mesh setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-geom1
Common rendering setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-geom2
@subsection Shaders-MeshVisualizer-usage-wireframe-tbn Tangent space visualization with a geometry shader (desktop GL, OpenGL ES 3.2)
Setup for a mesh that contains four-component tangents
(@ref Shaders-MeshVisualizer-tbn "see above" if you have a dedicated bitangent
attribute instead):
@snippet MagnumShaders.cpp MeshVisualizer-usage-tbn1 @snippet MagnumShaders.cpp MeshVisualizer-usage-tbn1
@ -344,25 +355,6 @@ Rendering setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-tbn2 @snippet MagnumShaders.cpp MeshVisualizer-usage-tbn2
@subsection Shaders-MeshVisualizer-usage-wireframe-no-geom Wireframe visualization of indexed meshes without a geometry shader
The vertices have to be converted to a non-indexed array first. Mesh setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom1
Rendering setup:
@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom2
@subsection Shaders-MeshVisualizer-usage-wireframe-no-geom-old Wireframe visualization of non-indexed meshes without a geometry shader on older hardware
You need to provide also the @ref VertexIndex attribute. Mesh setup *in
addition to the above*:
@snippet MagnumShaders.cpp MeshVisualizer-usage-no-geom-old
Rendering setup the same as above.
@see @ref shaders, @ref MeshVisualizer2D @see @ref shaders, @ref MeshVisualizer2D
@todo Understand and add support wireframe width/smoothness without GS @todo Understand and add support wireframe width/smoothness without GS
*/ */

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