Minor updates in the documentation of sf::Shader

This commit is contained in:
Laurent Gomila 2012-10-02 08:19:21 +02:00
parent 226be57589
commit 7656693013

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@ -547,7 +547,7 @@ private :
///
/// A sf::Shader can be composed of either a vertex shader
/// alone, a fragment shader alone, or both combined
/// (see the variants of the Load functions).
/// (see the variants of the load functions).
///
/// Shaders are written in GLSL, which is a C-like
/// language dedicated to OpenGL shaders. You'll probably
@ -556,17 +556,19 @@ private :
///
/// Like any C/C++ program, a shader has its own variables
/// that you can set from your C++ application. sf::Shader
/// handles 4 different types of variables:
/// handles 5 different types of variables:
/// \li floats
/// \li vectors (2, 3 or 4 components)
/// \li colors
/// \li textures
/// \li transforms (matrices)
///
/// The value of the variables can be changed at any time
/// with either the various overloads of the setParameter function:
/// with the various overloads of the setParameter function:
/// \code
/// shader.setParameter("offset", 2.f);
/// shader.setParameter("color", 0.5f, 0.8f, 0.3f);
/// shader.setParameter("point", 0.5f, 0.8f, 0.3f);
/// shader.setParameter("color", sf::Color(128, 50, 255));
/// shader.setParameter("matrix", transform); // transform is a sf::Transform
/// shader.setParameter("overlay", texture); // texture is a sf::Texture
/// shader.setParameter("texture", sf::Shader::CurrentTexture);