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Doc: removed unneeded indentation.

pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
b598363c9c
  1. 40
      src/AbstractShaderProgram.h

40
src/AbstractShaderProgram.h

@ -43,26 +43,26 @@ typedef Attribute<2, Vector2> TextureCoords;
- **Constructor**, which attaches particular shaders, links the program,
binds attribute locations and gets uniform locations, for example:
@code
// Load shaders from file and attach them to the program
Shader* vertexShader = Shader::fromFile(Shader::Vertex, "PhongShader.vert");
Shader* fragmentShader = Shader::fromFile(Shader::Fragment, "PhongShader.frag");
attachShader(vertexShader);
attachShader(fragmentShader);
// Bind attribute names to IDs
bindAttribute(Vertex::Location, "vertex");
bindAttribute(Normal::Location, "normal");
bindAttribute(TextureCoords::Location, "textureCoords");
// Link, then delete now uneeded shaders
link();
delete vertexShader;
delete fragmentShader;
// Get locations of uniforms
transformationMatrixUniform = uniformLocation("transformationMatrix");
projectionMatrixUniform = uniformLocation("projectionMatrix");
// more uniforms like light location, colors etc.
// Load shaders from file and attach them to the program
Shader* vertexShader = Shader::fromFile(Shader::Vertex, "PhongShader.vert");
Shader* fragmentShader = Shader::fromFile(Shader::Fragment, "PhongShader.frag");
attachShader(vertexShader);
attachShader(fragmentShader);
// Bind attribute names to IDs
bindAttribute(Vertex::Location, "vertex");
bindAttribute(Normal::Location, "normal");
bindAttribute(TextureCoords::Location, "textureCoords");
// Link, then delete now uneeded shaders
link();
delete vertexShader;
delete fragmentShader;
// Get locations of uniforms
transformationMatrixUniform = uniformLocation("transformationMatrix");
projectionMatrixUniform = uniformLocation("projectionMatrix");
// more uniforms like light location, colors etc.
@endcode
- **Uniform binding functions**, which set shader uniforms using
setUniform() and setUniformArray() functions. Example:

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