From 5bf09f0cead6779b907ca6f4ad200ec2d1ff893a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Sun, 3 Mar 2019 15:29:33 +0100 Subject: [PATCH] MeshTools: update fullScreenTriangle() docs. --- src/Magnum/MeshTools/FullScreenTriangle.h | 28 +++++++++++------------ 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/src/Magnum/MeshTools/FullScreenTriangle.h b/src/Magnum/MeshTools/FullScreenTriangle.h index 7218a1ef5..1b0d78a85 100644 --- a/src/Magnum/MeshTools/FullScreenTriangle.h +++ b/src/Magnum/MeshTools/FullScreenTriangle.h @@ -40,28 +40,28 @@ namespace Magnum { namespace MeshTools { /** -@brief Create full screen triangle mesh +@brief Full screen triangle mesh -Returns pre-configured mesh along with vertex buffer which can be used for -full-screen post-processing effects. The mesh is single triangle covering whole -screen area (@f$ (-1, -1) - (1, 1) @f$ on both dimensions) and provides only -vertex positions, as other attributes (such as texture coordinates) can be -computed from them. The vertex positions are, in order: +Returns a pre-configured mesh along with vertex buffer which can be used for +full-screen post-processing effects. The mesh is a single triangle covering +whole screen area (@f$ (-1, -1) - (1, 1) @f$ in both dimensions) and provides +only vertex positions, as other attributes (such as texture coordinates) can be +calculated from them. The vertex positions are, in order: @f[ \begin{pmatrix} -1 \\ 1 \end{pmatrix}, \begin{pmatrix} -1 \\ -3 \end{pmatrix}, \begin{pmatrix} 3 \\ 1 \end{pmatrix} @f] -Based on @p version parameter, on OpenGL 2.1 and OpenGL ES 2.0 the vertex -positions are passed explicitly as attribute @cpp 0 @ce, contained in the -buffer. On OpenGL 3.0+ and OpenGL ES 3.0+ the mesh is attribute-less and the -vertex positions can be computed using @glsl gl_VertexID @ce builtin shader -variable, thus @cpp nullptr @ce is returned instead of vertex buffer. +Based on the @p version parameter, on OpenGL 2.1, OpenGL ES 2.0 and WebGL 1 the +vertex positions are passed explicitly as attribute @cpp 0 @ce, contained in +a vertex buffer owned by the mesh. On OpenGL 3.0+, OpenGL ES 3.0+ and WebGL 2 +the mesh is attribute-less and the vertex positions can be calculated using the +@glsl gl_VertexID @ce builtin shader variable. -Computing positions in vertex shader in a portable way might be done like this. -For OpenGL 2.1 and OpenGL ES 2.0 you then need to bind the location of `position` -attribute to @cpp 0 @ce. +Calculating positions in the shader in a portable way can be done like this. +For OpenGL 2.1 and OpenGL ES 2.0 you then need to bind location of the +`position` attribute to @cpp 0 @ce. @code{.glsl} #if (!defined(GL_ES) && __VERSION__ >= 130) || (defined(GL_ES) && __VERSION__ >= 300)