pgraph: Fix weird comment formatting in renderAttrib.h

This commit is contained in:
rdb 2022-11-03 13:49:08 +01:00
parent a1105f0f96
commit 91191a9d75

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@ -112,14 +112,12 @@ PUBLISHED:
// image. Sphere maps only make sense in eye coordinate space.
M_eye_sphere_map,
/*
* Cube maps are a modern improvement on the sphere map; they don't suffer
* from any polar singularities, but they require six texture images. They
* can also be generated dynamically for real-time reflections (see
* GraphicsOutput::make_cube_map()). Typically, a statically-generated cube
* map will be in eye space, while a dynamically-generated map will be in
* world space. Cube mapping is not supported on all hardware.
*/
// Cube maps are a modern improvement on the sphere map; they don't suffer
// from any polar singularities, but they require six texture images. They
// can also be generated dynamically for real-time reflections (see
// GraphicsOutput::make_cube_map()). Typically, a statically-generated cube
// map will be in eye space, while a dynamically-generated map will be in
// world space. Cube mapping is not supported on all hardware.
M_world_cube_map,
M_eye_cube_map,
@ -135,17 +133,16 @@ PUBLISHED:
M_unused, // formerly M_object_position, now deprecated.
M_eye_position,
/*
* With M_point_sprite, texture coordinates will be generated for large points
* in the range (0,0) - (1,1) from upper-left to lower-right across the
* point's face. Without this, each point will have just a single uniform
* texture coordinate value across its face. Unfortunately, the generated
* texture coordinates are inverted (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 the sprites' vertices to be computed in the CPU. You'll
* have to paint your textures upside-down if you want true hardware sprites.
*/
// With M_point_sprite, texture coordinates will be generated for large
// points in the range (0,0) - (1,1) from upper-left to lower-right across
// the point's face. Without this, each point will have just a single
// uniform texture coordinate value across its face. Unfortunately, the
// generated texture coordinates are inverted (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 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 generated special 3-d texture coordinates that