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