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

View File

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