improve docs in pixelgl
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@ -6,7 +6,7 @@ package pixelgl
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// AttrFormat{{"position", Vec2}, {"color", Vec4}, {"texCoord": Vec2}}
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type AttrFormat []Attr
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// Size returns the total size of all attributes of an attribute format.
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// Size returns the total size of all attributes of the AttrFormat.
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func (af AttrFormat) Size() int {
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total := 0
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for _, attr := range af {
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@ -2,8 +2,9 @@ package pixelgl
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import "github.com/go-gl/gl/v3.3-core/gl"
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// Init initializes OpenGL by loading the function pointers from the active OpenGL context.
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// This function must be manually run inside the main thread (Do, DoErr, DoVal, etc.).
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// Init initializes OpenGL by loading function pointers from the active OpenGL context.
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// This function must be manually run inside the main thread (using "github.com/faiface/mainthread"
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// package).
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//
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// It must be called under the presence of an active OpenGL context, e.g., always after calling
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// window.MakeContextCurrent(). Also, always call this function when switching contexts.
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@ -119,17 +119,17 @@ func (s *Shader) delete() {
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})
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}
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// VertexFormat returns the vertex attribute format of this shader. Do not change it.
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// VertexFormat returns the vertex attribute format of this Shader. Do not change it.
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func (s *Shader) VertexFormat() AttrFormat {
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return s.vertexFmt
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}
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// UniformFormat returns the uniform attribute format of this shader. Do not change it.
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// UniformFormat returns the uniform attribute format of this Shader. Do not change it.
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func (s *Shader) UniformFormat() AttrFormat {
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return s.uniformFmt
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}
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// SetUniformAttr sets the value of a uniform attribute of a shader. The attribute is
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// SetUniformAttr sets the value of a uniform attribute of this Shader. The attribute is
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// specified by the index in the Shader's uniform format.
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//
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// If the uniform attribute does not exist in the Shader, this method returns false.
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@ -152,7 +152,7 @@ func (s *Shader) UniformFormat() AttrFormat {
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// Attr{Type: Mat43}: mgl32.Mat4x3
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// No other types are supported.
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//
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// The shader must be bound before calling this method.
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// The Shader must be bound before calling this method.
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func (s *Shader) SetUniformAttr(uniform int, value interface{}) (ok bool) {
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if s.uniformLoc[uniform] < 0 {
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return false
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@ -208,12 +208,12 @@ func (s *Shader) SetUniformAttr(uniform int, value interface{}) (ok bool) {
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return true
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}
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// Begin binds a shader program. This is necessary before using the shader.
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// Begin binds the Shader program. This is necessary before using the Shader.
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func (s *Shader) Begin() {
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s.program.bind()
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}
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// End unbinds a shader program and restores the previous one.
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// End unbinds the Shader program and restores the previous one.
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func (s *Shader) End() {
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s.program.restore()
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}
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@ -15,7 +15,7 @@ type Texture struct {
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}
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// NewTexture creates a new texture with the specified width and height with some initial
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// pixel values. The pixels must be a sequence of RGBA values.
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// pixel values. The pixels must be a sequence of RGBA values (one byte per component).
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func NewTexture(width, height int, smooth bool, pixels []uint8) *Texture {
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tex := &Texture{
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tex: binder{
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@ -70,12 +70,12 @@ func (t *Texture) delete() {
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})
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}
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// Width returns the width of a texture in pixels.
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// Width returns the width of the Texture in pixels.
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func (t *Texture) Width() int {
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return t.width
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}
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// Height returns the height of a texture in pixels.
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// Height returns the height of the Texture in pixels.
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func (t *Texture) Height() int {
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return t.height
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}
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@ -117,12 +117,12 @@ func (t *Texture) Pixels(x, y, w, h int) []uint8 {
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return subPixels
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}
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// Begin binds a texture. This is necessary before using the texture.
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// Begin binds the Texture. This is necessary before using the Texture.
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func (t *Texture) Begin() {
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t.tex.bind()
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}
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// End unbinds a texture and restores the previous one.
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// End unbinds the Texture and restores the previous one.
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func (t *Texture) End() {
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t.tex.restore()
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}
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