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Revision f79c9f57

Added by Leszek Koltunski over 3 years ago

Correct comments.

View differences:

src/main/java/org/distorted/library/program/FragmentCompilationException.java
21 21

  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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import org.distorted.library.main.DistortedLibrary;
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/**
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 *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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 *  if compilation of the fragment shader fails for some other reason than too many uniforms.
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 *  Thrown asynchronously by the library whenever shader compilation fails.
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 *  If compilation of the fragment shader fails for some other reason than too many uniforms.
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 *  <p>
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 *  This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.
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 *  Theoretically should never happen on devices supporting at least OpenGL ES 3.0.
src/main/java/org/distorted/library/program/FragmentUniformsException.java
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import org.distorted.library.main.DistortedLibrary;
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/**
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 *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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 *  if compilation of the fragment shader fails because of too many uniforms there, i.e. because
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 *  Thrown asynchronously by the library whenever shader compilation fails.
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 *  If compilation of the fragment shader fails because of too many uniforms there, i.e. because
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 *  we have set {@link DistortedLibrary#setMax(org.distorted.library.effect.EffectType, int)}
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 *  to too high value.
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 */
src/main/java/org/distorted/library/program/LinkingException.java
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import org.distorted.library.main.DistortedLibrary;
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/**
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 *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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 *  if linking of the Shaders fails.
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 *  Thrown asynchronously by the library whenever shader compilation fails.
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 *  If linking of the Shaders fails.
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 *  <p>
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 *  Theoretically this should never happen.
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 */
src/main/java/org/distorted/library/program/VertexCompilationException.java
24 24
import org.distorted.library.main.DistortedLibrary;
25 25

  
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/**
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 *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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 *  if compilation of the vertex shader fails for some other reason than too many uniforms.
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 *  Thrown asynchronously by the library whenever shader compilation fails.
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 *  If compilation of the vertex shader fails for some other reason than too many uniforms.
29 29
 *  <p>
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 *  This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.
31 31
 *  Theoretically should never happen on devices supporting at least OpenGL ES 3.0.
src/main/java/org/distorted/library/program/VertexUniformsException.java
24 24
import org.distorted.library.main.DistortedLibrary;
25 25

  
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/**
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 *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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 *  if compilation of the Vertex Shader fails because of too many uniforms there, i.e. because
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 *  Thrown asynchronously by the library whenever shader compilation fails.
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 *  If compilation of the Vertex Shader fails because of too many uniforms there, i.e. because
29 29
 *  we have set {@link DistortedLibrary#setMax(org.distorted.library.effect.EffectType, int)}
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 *  to too high value.
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 */

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