From 6e8a686ef94e9d0ebf8c6c28c620f21dcee54ffd Mon Sep 17 00:00:00 2001 From: David Rose Date: Thu, 6 Oct 2005 13:32:55 +0000 Subject: [PATCH] update comments --- panda/src/pgraph/renderAttrib.h | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/panda/src/pgraph/renderAttrib.h b/panda/src/pgraph/renderAttrib.h index 679862b7da..142e27ce54 100644 --- a/panda/src/pgraph/renderAttrib.h +++ b/panda/src/pgraph/renderAttrib.h @@ -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