Browse Source

Shaders: what's up with the method order here.

pull/518/head
Vladimír Vondruš 5 years ago
parent
commit
a95fa9f3de
  1. 34
      src/Magnum/Shaders/PhongGL.h

34
src/Magnum/Shaders/PhongGL.h

@ -1330,6 +1330,17 @@ class MAGNUM_SHADERS_EXPORT PhongGL: public GL::AbstractShaderProgram {
* @name Texture binding
*/
/**
* @brief Bind an ambient texture
* @return Reference to self (for method chaining)
*
* Expects that the shader was created with @ref Flag::AmbientTexture
* enabled.
* @see @ref bindTextures(), @ref setAmbientColor(),
* @ref Shaders-PhongGL-lights-ambient
*/
PhongGL& bindAmbientTexture(GL::Texture2D& texture);
/**
* @brief Bind a diffuse texture
* @return Reference to self (for method chaining)
@ -1342,15 +1353,15 @@ class MAGNUM_SHADERS_EXPORT PhongGL: public GL::AbstractShaderProgram {
PhongGL& bindDiffuseTexture(GL::Texture2D& texture);
/**
* @brief Bind an ambient texture
* @brief Bind a specular texture
* @return Reference to self (for method chaining)
*
* Expects that the shader was created with @ref Flag::AmbientTexture
* enabled.
* @see @ref bindTextures(), @ref setAmbientColor(),
* @ref Shaders-PhongGL-lights-ambient
* Expects that the shader was created with @ref Flag::SpecularTexture
* enabled. If @ref lightCount() is zero, this function is a no-op, as
* specular color doesn't contribute to the output in that case.
* @see @ref bindTextures(), @ref setSpecularColor()
*/
PhongGL& bindAmbientTexture(GL::Texture2D& texture);
PhongGL& bindSpecularTexture(GL::Texture2D& texture);
/**
* @brief Bind a normal texture
@ -1366,17 +1377,6 @@ class MAGNUM_SHADERS_EXPORT PhongGL: public GL::AbstractShaderProgram {
*/
PhongGL& bindNormalTexture(GL::Texture2D& texture);
/**
* @brief Bind a specular texture
* @return Reference to self (for method chaining)
*
* Expects that the shader was created with @ref Flag::SpecularTexture
* enabled. If @ref lightCount() is zero, this function is a no-op, as
* specular color doesn't contribute to the output in that case.
* @see @ref bindTextures(), @ref setSpecularColor()
*/
PhongGL& bindSpecularTexture(GL::Texture2D& texture);
/**
* @brief Bind textures
* @return Reference to self (for method chaining)

Loading…
Cancel
Save