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pull/34/head
Vladimír Vondruš 13 years ago
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a125964273
  1. 9
      src/AbstractShaderProgram.h
  2. 2
      src/Shaders/Phong.h
  3. 2
      src/Shaders/Vector.h

9
src/AbstractShaderProgram.h

@ -216,8 +216,9 @@ layout(binding = 1) uniform sampler2D specularTexture;
If you don't have the required extension (or if you want to change the layer If you don't have the required extension (or if you want to change the layer
later), declare the uniforms without the `layout()` qualifier and set the later), declare the uniforms without the `layout()` qualifier and set the
texture layer uniform using @ref setUniform(Int, Int). Note that additional texture layer uniform using @ref setUniform(Int, const T&) "setUniform(Int, Int)".
syntax changes may be needed for GLSL 1.20 and GLSL ES 1.0. Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES
1.0.
@code @code
uniform sampler2D diffuseTexture; uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture; uniform sampler2D specularTexture;
@ -229,9 +230,9 @@ setUniform(SpecularTextureUniform, SpecularTextureLayer);
@see @ref Shader::maxTextureImageUnits() @see @ref Shader::maxTextureImageUnits()
@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit @requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit
texture layer binding instead of using setUniform(Int, Int). texture layer binding instead of using @ref setUniform(Int, const T&) "setUniform(Int, Int)".
@requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use @requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use
setUniform(Int, Int) instead. @ref setUniform(Int, const T&) "setUniform(Int, Int)" instead.
@section AbstractShaderProgram-rendering-workflow Rendering workflow @section AbstractShaderProgram-rendering-workflow Rendering workflow

2
src/Shaders/Phong.h

@ -37,7 +37,7 @@
namespace Magnum { namespace Shaders { namespace Magnum { namespace Shaders {
/** /**
@brief Phong shader @brief %Phong shader
Uses ambient, diffuse and specular color or texture. For colored mesh you need Uses ambient, diffuse and specular color or texture. For colored mesh you need
to provide @ref Position and @ref Normal attributes in your triangle mesh and to provide @ref Position and @ref Normal attributes in your triangle mesh and

2
src/Shaders/Vector.h

@ -37,7 +37,7 @@
namespace Magnum { namespace Shaders { namespace Magnum { namespace Shaders {
/** /**
@brief Vector shader @brief %Vector shader
Renders vector art in plain grayscale form. See also DistanceFieldVector Renders vector art in plain grayscale form. See also DistanceFieldVector
for more advanced effects. for more advanced effects.

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