Documenation fixes. Thx @ greenya.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5825 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -468,8 +468,8 @@ struct SJoystickInfo
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u32 Axes;
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//! An indication of whether the joystick has a POV hat.
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/** A Windows device will identify the presence or absence or the POV hat. A
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* Linux device cannot, and will always return POV_HAT_UNKNOWN. */
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/** A Windows device will identify the presence or absence of the POV hat.
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* A Linux device cannot, and will always return POV_HAT_UNKNOWN. */
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enum
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{
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//! A hat is definitely present.
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@ -250,7 +250,7 @@ namespace video
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//! Fine-tuning for SMaterial.ZWriteFineControl
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enum E_ZWRITE_FINE_CONTROL
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{
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//! Default. Only write zbuffer when When SMaterial::ZBuffer is true and SMaterial::isTransparent() returns false.
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//! Default. Only write zbuffer when SMaterial::ZBuffer is true and SMaterial::isTransparent() returns false.
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EZI_ONLY_NON_TRANSPARENT,
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//! Writing will just be based on SMaterial::ZBuffer value, transparency is ignored.
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//! Needed mostly for certain shader materials as SMaterial::isTransparent will always return false for those.
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@ -508,7 +508,7 @@ namespace video
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//! Will this material be lighted? Default: true
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bool Lighting:1;
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//! Is the zbuffer writeable or is it read-only. Default: true.
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//! Is the zbuffer writable or is it read-only. Default: true.
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/** This flag is forced to false if the MaterialType is a
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transparent type and the scene parameter
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ALLOW_ZWRITE_ON_TRANSPARENT is not set. If you set this parameter
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@ -163,7 +163,7 @@ class quaternion
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quaternion& slerp(quaternion q1, quaternion q2,
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f32 time, f32 threshold=.05f);
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//! Create quaternion from rotation angle and rotation axis.
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//! Set this quaternion to represent a rotation from angle and axis.
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/** Axis must be unit length.
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The quaternion representing the rotation is
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q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k).
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@ -354,7 +354,7 @@ inline matrix4 quaternion::getMatrix() const
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//! Faster method to create a rotation matrix, you should normalize the quaternion before!
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inline void quaternion::getMatrixFast( matrix4 &dest) const
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{
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// TODO:
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// TODO:
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// gpu quaternion skinning => fast Bones transform chain O_O YEAH!
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// http://www.mrelusive.com/publications/papers/SIMD-From-Quaternion-to-Matrix-and-Back.pdf
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dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
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