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Revision 8298e6af

Added by Leszek Koltunski about 8 years ago

Improvements to comments.

View differences:

src/main/java/org/distorted/library/DistortedBitmap.java
101 101

  
102 102
///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * {@see DistortedObject#DistortedObject(DistortedObject,int)}
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 * Copy constructor.
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 *
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 * @param db Object to copy
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 * @param flags {@see DistortedObject#DistortedObject(DistortedObject,int)}
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 */
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   public DistortedBitmap(DistortedBitmap db, int flags)
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     {
src/main/java/org/distorted/library/DistortedCubes.java
111 111

  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * {@see DistortedObject#DistortedObject(DistortedObject,int)}
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 * Copy constructor.
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 *
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 * @param dc Object to copy
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 * @param flags {@see DistortedObject#DistortedObject(DistortedObject,int)}
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 */
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 public DistortedCubes(DistortedCubes dc, int flags)
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   {
src/main/java/org/distorted/library/EffectNames.java
26 26
 * Effect's 'Type' is one of the constants defined in {@see EffectTypes}.
27 27
 * </p>
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 * <p>
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 * Effect's 'Uniforms' are a vector of 7 (matrix effects) 9 (vertex) or 8 (fragment) floats, which
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 * Effect's 'Uniforms' are a vector of 7 (matrix effects) 12 (vertex) or 8 (fragment) floats, which
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 * together form full information how to compute a given effect.
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 * Typically, some of those values will be Interpolated in CPU (by one of the 'EffectQueueX.compute()'
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 * methods) and the effect of such Interpolation sent to the Shaders.
......
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 /////////////////////////////////////////////////////////////////////////////////
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 // VERTEX EFFECTS
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 // Always 12 Uniforms: 4 per-effect interpolated values, 2 caches, 2-dimensional
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 // center of the effect, 4-dimensional Region
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 // Always 12 Uniforms: 6 per-effect interpolated values, 2-dimensional center of
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 // the effect, 4-dimensional Region
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 /**
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   * Apply a 3D vector of force to area around a point on the surface of the Object.
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   * <p>
......
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  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
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  /**
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   * Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
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   * parameter, which is the angle (in degrees) the direction forms with the X-axis.
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   * parameters. Details: {@see DistortedObject#wave(Data4D,Data2D)}
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   * <p>
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   * Uniforms: (amplitude,length,angleAlpha,angleBeta,
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   *            UNUSED, UNUSED,centerX,centerY,

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