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Changed: #878 Fix typos in comments/code
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2 changed files with 13 additions and 13 deletions
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@ -776,7 +776,7 @@ bool CDriverGL::swapBuffers()
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//resetTextureShaders();
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//resetTextureShaders();
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activeVertexProgram(NULL);
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activeVertexProgram(NULL);
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/* Yoyo: must do this (GeForce bug ??) esle weird results if end render with a VBHard.
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/* Yoyo: must do this (GeForce bug ??) else weird results if end render with a VBHard.
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Setup a std vertex buffer to ensure NVidia synchronisation.
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Setup a std vertex buffer to ensure NVidia synchronisation.
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*/
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*/
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if (_Extensions.NVVertexArrayRange)
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if (_Extensions.NVVertexArrayRange)
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@ -360,16 +360,16 @@ public:
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virtual void forceNativeFragmentPrograms(bool nativeOnly);
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virtual void forceNativeFragmentPrograms(bool nativeOnly);
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/// Setup texture env functions. Used by setupMaterial
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/// Setup texture env functions. Used by setupMaterial
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void setTextureEnvFunction(uint stage, CMaterial& mat);
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void setTextureEnvFunction(uint stage, CMaterial& mat);
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/// setup the texture matrix for a given number of stages (starting from 0)
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/// setup the texture matrix for a given number of stages (starting from 0)
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void setupUserTextureMatrix(uint numStages, CMaterial& mat);
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void setupUserTextureMatrix(uint numStages, CMaterial& mat);
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/// disable all texture matrix
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/// disable all texture matrix
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void disableUserTextureMatrix();
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void disableUserTextureMatrix();
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/// For objects with caustics, setup the first texture (which actually is the one from the material)
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/// For objects with caustics, setup the first texture (which actually is the one from the material)
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/*static inline void setupCausticsFirstTex(const CMaterial &mat);
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/*static inline void setupCausticsFirstTex(const CMaterial &mat);
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/// For objects with caustics, setup the caustic texture itself
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/// For objects with caustics, setup the caustic texture itself
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static inline void setupCausticsSecondTex(uint stage);*/
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static inline void setupCausticsSecondTex(uint stage);*/
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@ -575,23 +575,23 @@ public:
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/// \name texture addressing modes
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/// \name texture addressing modes
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// @{
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// @{
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virtual bool supportTextureShaders() const;
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virtual bool supportTextureShaders() const;
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virtual bool isWaterShaderSupported() const;
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virtual bool isWaterShaderSupported() const;
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virtual bool isTextureAddrModeSupported(CMaterial::TTexAddressingMode mode) const;
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virtual bool isTextureAddrModeSupported(CMaterial::TTexAddressingMode mode) const;
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virtual void setMatrix2DForTextureOffsetAddrMode(const uint stage, const float mat[4]);
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virtual void setMatrix2DForTextureOffsetAddrMode(const uint stage, const float mat[4]);
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// @}
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// @}
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/// \name EMBM support
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/// \name EMBM support
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// @{
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// @{
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virtual bool supportEMBM() const;
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virtual bool supportEMBM() const;
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virtual bool isEMBMSupportedAtStage(uint stage) const;
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virtual bool isEMBMSupportedAtStage(uint stage) const;
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virtual void setEMBMMatrix(const uint stage, const float mat[4]);
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virtual void setEMBMMatrix(const uint stage, const float mat[4]);
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// @}
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// @}
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virtual bool supportPerPixelLighting(bool specular) const;
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virtual bool supportPerPixelLighting(bool specular) const;
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/// \name Misc
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/// \name Misc
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