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