diff --git a/panda/src/pgraph/renderAttrib.h b/panda/src/pgraph/renderAttrib.h index 15f090f43d..d9e9262429 100644 --- a/panda/src/pgraph/renderAttrib.h +++ b/panda/src/pgraph/renderAttrib.h @@ -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