update comments

This commit is contained in:
David Rose 2005-10-06 13:32:55 +00:00
parent 0ba17bdb90
commit 6e8a686ef9

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@ -111,7 +111,7 @@ PUBLISHED:
// Sphere maps are classic static reflection maps. They are
// supported on just about any hardware, and require a precomputed
// 180-degree fisheye image. Sphere maps only make sense in eye
// 360-degree fisheye image. Sphere maps only make sense in eye
// coordinate space.
M_eye_sphere_map,
@ -149,14 +149,15 @@ PUBLISHED:
// (upside-down) from Panda's usual convention, but this is what
// the graphics card manufacturers decided to use. You could use
// a texture matrix to re-invert the texture, but that will
// probably force software rendering. You'll have to paint your
// textures upside-down if you want true hardware sprites.
// probably force the sprites' vertices to be computed in the CPU.
// You'll have to paint your textures upside-down if you want true
// hardware sprites.
M_point_sprite,
// M_light_vector generates special 3-d texture coordinates that
// represent the vector to a particular Light in the scene graph,
// expressed in each vertex's tangent space. This is used to
// implement bumpmapping.
// implement bumpmapping. It is always computed on the CPU.
// This requires a Light to be specified to the TexGenAttrib. It
// also requires each vertex to define a normal, as well as a