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@@ -111,7 +111,7 @@ PUBLISHED:
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// Sphere maps are classic static reflection maps. They are
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// Sphere maps are classic static reflection maps. They are
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// supported on just about any hardware, and require a precomputed
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// supported on just about any hardware, and require a precomputed
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- // 180-degree fisheye image. Sphere maps only make sense in eye
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+ // 360-degree fisheye image. Sphere maps only make sense in eye
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// coordinate space.
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// coordinate space.
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M_eye_sphere_map,
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M_eye_sphere_map,
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@@ -149,14 +149,15 @@ PUBLISHED:
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// (upside-down) from Panda's usual convention, but this is what
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// (upside-down) from Panda's usual convention, but this is what
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// the graphics card manufacturers decided to use. You could use
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// the graphics card manufacturers decided to use. You could use
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// a texture matrix to re-invert the texture, but that will
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// a texture matrix to re-invert the texture, but that will
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- // probably force software rendering. You'll have to paint your
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- // textures upside-down if you want true hardware sprites.
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+ // probably force the sprites' vertices to be computed in the CPU.
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+ // You'll have to paint your textures upside-down if you want true
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+ // hardware sprites.
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M_point_sprite,
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M_point_sprite,
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// M_light_vector generates special 3-d texture coordinates that
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// M_light_vector generates special 3-d texture coordinates that
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// represent the vector to a particular Light in the scene graph,
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// represent the vector to a particular Light in the scene graph,
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// expressed in each vertex's tangent space. This is used to
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// expressed in each vertex's tangent space. This is used to
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- // implement bumpmapping.
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+ // implement bumpmapping. It is always computed on the CPU.
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// This requires a Light to be specified to the TexGenAttrib. It
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// This requires a Light to be specified to the TexGenAttrib. It
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// also requires each vertex to define a normal, as well as a
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// also requires each vertex to define a normal, as well as a
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