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@@ -112,14 +112,12 @@ PUBLISHED:
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// image. Sphere maps only make sense in eye coordinate space.
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// image. Sphere maps only make sense in eye coordinate space.
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M_eye_sphere_map,
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M_eye_sphere_map,
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-/*
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- * Cube maps are a modern improvement on the sphere map; they don't suffer
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- * from any polar singularities, but they require six texture images. They
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- * can also be generated dynamically for real-time reflections (see
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- * GraphicsOutput::make_cube_map()). Typically, a statically-generated cube
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- * map will be in eye space, while a dynamically-generated map will be in
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- * world space. Cube mapping is not supported on all hardware.
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- */
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+ // Cube maps are a modern improvement on the sphere map; they don't suffer
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+ // from any polar singularities, but they require six texture images. They
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+ // can also be generated dynamically for real-time reflections (see
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+ // GraphicsOutput::make_cube_map()). Typically, a statically-generated cube
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+ // map will be in eye space, while a dynamically-generated map will be in
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+ // world space. Cube mapping is not supported on all hardware.
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M_world_cube_map,
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M_world_cube_map,
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M_eye_cube_map,
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M_eye_cube_map,
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@@ -135,17 +133,16 @@ PUBLISHED:
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M_unused, // formerly M_object_position, now deprecated.
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M_unused, // formerly M_object_position, now deprecated.
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M_eye_position,
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M_eye_position,
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-/*
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- * With M_point_sprite, texture coordinates will be generated for large points
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- * in the range (0,0) - (1,1) from upper-left to lower-right across the
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- * point's face. Without this, each point will have just a single uniform
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- * texture coordinate value across its face. Unfortunately, the generated
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- * texture coordinates are inverted (upside-down) from Panda's usual
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- * convention, but this is what the graphics card manufacturers decided to
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- * use. You could use a texture matrix to re-invert the texture, but that
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- * will probably force the sprites' vertices to be computed in the CPU. You'll
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- * have to paint your textures upside-down if you want true hardware sprites.
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- */
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+ // With M_point_sprite, texture coordinates will be generated for large
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+ // points in the range (0,0) - (1,1) from upper-left to lower-right across
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+ // the point's face. Without this, each point will have just a single
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+ // uniform texture coordinate value across its face. Unfortunately, the
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+ // generated texture coordinates are inverted (upside-down) from Panda's
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+ // usual convention, but this is what the graphics card manufacturers
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+ // decided to use. You could use a texture matrix to re-invert the texture,
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+ // but that will probably force the sprites' vertices to be computed in the
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+ // CPU. 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 generated special 3-d texture coordinates that
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// M_light_vector generated special 3-d texture coordinates that
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