Browse Source

Fixed AbstractShaderProgram documentation.

Forgot to do it in 259a9f6666.
pull/7/head
Vladimír Vondruš 14 years ago
parent
commit
3ac906db9e
  1. 12
      src/AbstractShaderProgram.h

12
src/AbstractShaderProgram.h

@ -53,9 +53,9 @@ functions and properties:
- <strong>%Attribute definitions</strong> with location and type for - <strong>%Attribute definitions</strong> with location and type for
configuring meshes, for example: configuring meshes, for example:
@code @code
static const Attribute<0, Point3D> Position; typedef Attribute<0, Point3D> Position;
static const Attribute<1, Vector3> Normal; typedef Attribute<1, Vector3> Normal;
static const Attribute<2, Vector2> TextureCoordinates; typedef Attribute<2, Vector2> TextureCoordinates;
@endcode @endcode
@todoc Output attribute location (for bindFragmentDataLocationIndexed(), @todoc Output attribute location (for bindFragmentDataLocationIndexed(),
referenced also from Framebuffer::mapDefaultForDraw() / Framebuffer::mapForDraw()) referenced also from Framebuffer::mapDefaultForDraw() / Framebuffer::mapForDraw())
@ -127,9 +127,9 @@ the program:
@code @code
// Shaders attached... // Shaders attached...
bindAttributeLocation(Position.Location, "position"); bindAttributeLocation(Position::Location, "position");
bindAttributeLocation(Normal.Location, "normal"); bindAttributeLocation(Normal::Location, "normal");
bindAttributeLocation(TextureCoords.Location, "textureCoordinates"); bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
bindFragmentDataLocationIndexed(0, 0, "color"); bindFragmentDataLocationIndexed(0, 0, "color");
bindFragmentDataLocationIndexed(1, 1, "ambient"); bindFragmentDataLocationIndexed(1, 1, "ambient");

Loading…
Cancel
Save